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  1. 31 points
    We continue to talk about the improvements in the game's appearance that will be brought by the updated graphics engine ‘Dagor Engine 6.0’ in the next major update “New Power” for War Thunder. We recently showed new skies and visual improvements for War Thunder aircraft. Today we continue to expand on how the new graphics engine in War Thunder will change the look of the game. Hit effects on armoured vehicles War Thunder: New Power has improved the appearance and “physics” of hits on ground vehicles. Physically correct armour scars appear on ground vehicles in places where shells hit, now their shape depends on the angle of the shell's collision with the vehicle's armour. In some cases, the projectile can even get stuck in the armour! If armour is penetrated, holes of different diameters appear on the armour, depending on the calibre of the projectile. If a vehicle is on fire, you can see the flame through any holes. Illuminating shells In a previous update, War Thunder introduced night vision devices and thermal imagers, which completely changed the feeling of combat at night or in poor visibility conditions. However, not all vehicles in the game have such equipment, and it takes time to research the night vision modules. To make players without night vision able to combat in the dark, we are introducing illumination shells to night locations. AI artillery shoots illumination rounds from time to time over various areas .This improves visibility in combat in the most critical areas of the location. Slowly descending through the air, the illumination projectile lights for a short time, and then goes out. Thus, players without night vision devices will be able to navigate the battlefield more effectively. At the same time, players with night vision devices will be able to see targets better through devices, or not use the active IR spotlight to avoid detection by the enemy. In addition, a parachute with an illumination projectile can be shot down by machine gun or cannon fire. Dagor Engine 6.0 allows us to introduce lots of improvements to War Thunder. In the following Major Updates we will present new graphical features for ground vehicles and naval vessels, stay tuned and see you soon!
  2. 30 points
    On the 17th of November from 06:00 GMT the server will not be available as we will be implementing Update "New Power" in War Thunder. We will inform you when maintenance is over. Thank you for your patience! The War Thunder Team
  3. 20 points
    Take a look at the Stryker. I never touched the TD line since the hellcat, and I now need 753,000 RP for one single line. Lets assume, using my XM1, I average 4000 RP per game. I've let my premium account lapse becuase I cba sinking more money into this grindfest. That's 188 games I need to play just to complete 1 line. 10 minutes a game shall we say? Thats 31 HOURS just to grind the single stryker line. 31 DAMN HOURS. It's simply way too high for just one line of vehicles. Even using a terrible average of this 31 hours, across 5 lines across 6 nations, means you need to sink 930 hours just to get top tier ground vehicles in every nation. THAT'S 39 DAYS. And it'll be a lot more than that because who pulls in a constant 4000 every game. And this is just for ground vehicles, im not even counting ships or planes yet.... So then I want to grind some planes, and some ships, and some other lines, and some other nations. The game has reached a point where there's enough content now to easily justify dropping RP costs by half. High RP is fine when you only have a few vehicles but now there's enough. Its things like this where I dont even wanna pay for premium time anymore, because all it does is make an impossible grind, slightly less impossible, but still impossible all the same. Snail need to realise this.
  4. 20 points
    A new squadron vehicle is coming to War Thunder! This time, one of the better jet attackers in the game, the American A-4E Skyhawk with a new powerful engine and increased combat load History The beginning of the jet era and the escalation of the Cold War forced the US naval aviation command to look for a replacement for the very successful carrier-based piston-engine AD Skyraider, with the possibility of delivering a tactical nuclear weapon in the area of operation of an aircraft carrier group.With the beginning of the military campaign in Korea, the Douglas Aircraft Company began developing a carrier-based attack aircraft with an unconventional approach - instead of pursuing engine power, usually bringing weight and large size to the aircraft, Ed Heinemann’s team concentrated on finding ways to lighten the construction, keeping it under 12,000 lbs. The projected aircraft was a fairly compact, lightweight jet fighter-attacker with a delta-shaped wing and a competently lightweight design. This is how the A-4A Skyhawk was born, one of the first jet-based carrier-based aircraft capable of carrying a nuclear bomb. The aircraft was distinguished by its simplicity of design, practical controls with excellent flight characteristics for its time. Soon, in 1956, the A-4B version appeared, capable of carrying a huge variety of mounted weapons on three suspension points, including guided missiles. Thus, "Skyhawk" had become a truly universal carrier-based aircraft, capable of solving the entire spectrum of tasks for US Naval Aviation. A rather noticeable drawback of the attack aircraft was still the limited range of action, also army types always wanted to increase the weapon load. In 1961, Douglas presented an improved version of the aircraft with five pylons for armament and a new engine, which compensated for a heavier combat load, and also increased the range of the attack aircraft. It was the A-4E that became one of the most massive Skyhawk modifications and formed the image of a modern carrier-based attack aircraft. The "E" version was actively involved in the Vietnam War, and later, up till the end of the 80’s, was used to simulate enemy aircraft in training dogfights. War Thunder pilots and tankers know well the American A-4B attack aircraft, one of the best ground strikers in the game. Good speed and controllability, as well as a luxurious selection of sets of guided and unguided weapons make it an excellent choice in any game mode, especially destroying enemy ground vehicles. We're introducing a new version of this attacker for squadron players. The A-4E Skyhawk with a new engine and an increase to five pylons, is an excellent addition to the top tier US tank setup and a very comfortable vehicle for air missions. The A-4E's weapon selection is almost the same as the A-4B's, but you can now take more deadly gifts into battle for any type of enemy. In addition to the 2x Colt 20mm cannons, you will find a long list of mounted weapons in a wide variety of combinations. AIM-9B Air-to-air missiles, AGM-12B and AGM-12C air-to-surface missiles, up to 36 Zuni and 171 Mighty Mouse rockets, bombs of up to 2,000 lbs (including 14x500lbs and 20x250lbs combinations) to a total payload of 7000 lbs, additional gun pods - choose from many sets for each mission! Interesting: On December 5, 1965, a ‘Broken Arrow’ incident occurred in the Philippine Sea near the Japanese island of Kikaijima. During transportation on the deck of the aircraft carrier USS Ticonderoga, an A-4E with a pilot and a 1Mt nuclear bomb suspended under the fuselage rolled overboard and sank. So far, no aircraft, pilot, or bomb has been found. The new J52-P-6 engine is more powerful and more economical than the previous one, but overall it retains the familiar A-4B flight characteristics: the A-4E max speed under ideal conditions and without load is 584 knots (about 1080 kmh), but most often you will have to operate at speeds of about 400-500 mph over land or sea, which is pretty good for an attack aircraft. After the A-4E drops its payload, it becomes noticeably faster and more maneuverable in order to quickly get to an airfield for reload and refuel. Flares can help you to escape from a fighter fired missile or AA missile from the ground. Overall, the A-4E is an harmonious and comfortable jet attack aircraft, capable of carrying a significant payload and withstanding any enemy. The A-4E Skyhawk will be available for research in one of the next updates. Unite in squadrons with friends, apply for other squadrons, or create your own to receive truly unique war Thunder squadron vehicles!
  5. 20 points
    Sound A bug has been fixed with missing sound and visual effects of hits on the destruction of the player’s ground vehicle. A bug has been fixed with missing sound and visual effects of hits on enemy/allied vehicle hits on enemy/allied ground vehicles. A bug that would cause a bomb flight sound to play for listeners on the ground immediately after a drop, regardless of the drop height.. Now bombs start to sound at distances of about 500 meters. Engine over-throttle sounds on ground vehicles have become shorter. They are quieter on vehicle stop, and louder, when the vehicle starts moving. Diesel engines on Leopard 2, Leclerc, T-90A, Type 90, T-64, now have a turbocharger whistling sound. The turbocharger layer has also been added to the over-throttle sounds. The turbine sounds for turbine engines of player ground vehicles (Abrams, T-80, Leclerc) have been changed in spectral composition to reduce possible discomfort during long playtimes Fleet characteristics, damage model, and weaponry changes Blue-water torpedo reload time in the naval AB has been increased from 60 to 120 seconds. Mine lifetime has been increased from 180 to 240 seconds. Sverdlov — a bug has been fixed with main caliber gun mantlets at middle distances. Others Consoles: Exchange tab has been added to the workshop for ‘New Power’ trophy items. Ground vehicle characteristics, damage model, and weaponry changes IPM1 - an issue with incorrect turret armor resistance in relation to the info card has been fixed. The hull break effect from kinetic round hits on hulls only has been removed for the following vehicles: PTZ89 WZ305 ZSD63 AMX-10RC AMX-13 all AMX-13 DCA 40 AMX-30 Roland Begleitpanzer 57 BMP-1 (all versions) Gepard FlaRakPz.1 FlaRakRad Radpanzer 90 Ru 251 TAM TAM 2C AUBL/74 HVG Centauro Centauro ROMOR Centauro MGS AUBL/74 M113A1 (all versions) R3 T106 FA SIDAM 25 (all versions) OTOMATIC Type 16 Type 60 ATM Type 60 SPRG (C) Type 87 Type 89 Type 93 CV 90105 TML CV 90120 Lvkv 9040C Lvrbv 701 Pvrbv 551 Strf 9040 BILL Strf 9040C UDES 33 Chieftain Marksman Falcon FV102 Discuss it here! 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.
  6. 20 points
    What? It's an Army Magazine with articles written by Army personnel. The Stryker article was written by Captain Timothy McDonald. Not only that, but Captain McDonald was a platoon commander for a MGS unit. The Army source used for the 10s reload is from one Private Howard Ketter from the 20th Public Affairs Detachment. He's a Public Affairs Mass Communication Specialist, an Army reporter. His knowledge of the system would not be as intimate as Captain McDonald's, and McDonald's article is three years newer. Not only that, but McDonald's article directly calls out the 6rpm figure as being wrong. How is that source considered less authoritative than an Army blog, or a slideshow that hasn't been seen firsthand? Furthermore, nowhere is it stated that the autoloader was slowed down to 10s in order to improve autoloader reliability. That is the hypothesis of another forum member. The 10s reload figure only makes sense if you take that hypothesis as fact, which it isn't. How can the slide from the "Stryker buyer's bootcamp" be considered a definitive Army source? Looking it up just brings you back to the thesis that was mentioned earlier. And considering that it's from a "Buyer's bootcamp" I doubt that the Army was the one giving the presentation. I was under the impression that sources needed a cover in order to be counted? Does this rule suddenly not apply? Also, why would the manufacturer sources still not count? The newest source corroborates exactly what they're saying, and the thesis specifically says that only the replenishment drum was replaced. Meggitt (Western Design) only supplied replenishment drums, not an entirely new autoloader system.
  7. 20 points
    So there is nothing new for Simulator battles... No improvements for Enduring Confrontation, Not removing 3rd person mouse aim from turrets, Not removing unrealistic stabilizer for gunners, Not removing spammed player created rooms, Not giving any spawn points for start (200SP), Not adding EC7 and EC8, leaving too much gap between BR's for rooms; Mig 21 vs F84 yeah.... lol Not adding/improving use-able crew skills for Air Simulator Battle (except Stamina nothing works nor useful such as awareness), Not giving War Bonds to Simulator Mode, Not allowing neither events nor battle pass in simulator mode, Why don't you just remove Simulator Mode from War Thunder so that we all can move to another game and you can get a relieve? also and most importantly not adding P-51A ... And this is supposed to be biggest greatest update ever in the history of War Thunder lmao Disappointed. Graphics are now good with huge delay but we are not easy to be tricked with some lighting visuals.. Okay all these things must require too much effort for you instead just give me my beloved P-51A and I will forgive you and we close the deal? and leave things behind...
  8. 20 points
    The price is extremely high. The battlepass itself should be free for anyone who has premium account and the price of it for F2P players shouldn't be over 500GE. You are after all paying ONLY for the chance to grind for the vehicles. They could easily make a ton of money on boosters for the people who don't have the time to grind away 24/7 to get all the vehicles, but instead they go with this approach. They could even have a 50-100€ (depending on avaliable vehicles) complete pack that would unlock the entire Battlepass for people who don't want to grind though the entire battlepass but don't mind putting a few extra hours at work to be able to play their favorite game fuss free.
  9. 19 points
    Because no one wants to fight TAM 2C and T-72A in Chieftain Mk.5 every bloody round. Sub-par tanks at a constantly uptiered BR equals frustration and defeats. Chieftain Mk.3 and Mk.5 were great when they first came out, with 400mm flat pen APDS, decent armor and gun stabilizer. They were at 8.0. Now its APDS does 320mm pen, armor is defeated by 70% tanks it meets and everyone has stabilizer. Thermal is common in its 8.3 BR range and they are still the slowest MBT. The premium Sho't Dalet is somewhat similar, trading armor for M111 APFSDS. The same goes for the M60A1 (AOS) in the US tree though its gun is even worse. There is also zero reason to choose the Rooikat over Warrior, as it has no thermal, is big and hullbreakable. The 76mm gun has terrible accuracy + ballistics and drives slower than a Trabant once off-road. Platform-wise, the Rooikat is the worst among any 8.0+ wheeled tank destroyer. Chieftain Marksman (8.0) is somewhat similar. It has the most armored hull for ~8.0 SPAAG and worse at everything else (guns placed far apart, broken radar, few APDS ammo). Its only strength is useless because you still get hullbreak. Being the biggest and slowest means anyone can kill you easily. Still takes 5K SL to repair. It needs no BR change as nobody uses it these days. The Striker is somewhat bearable but extremely situational. It cannot hit enemies within 200m and is the least protected. I generally use it at higher BR for backup. ----- Why are tanks 0.4 BR higher have all-around better speed, better ammo and often better protection/survivability (T-55AM-1, Leopard A1A1, OF-40 Mk.2A) than any of mine? I understand that you cannot get the best lineups for every BR, but for Britain - is there still any BR it can do decent after 6.7 moved 7.0? It is now clearly the bottom feeder of every BR above 5.3.
  10. 18 points
    I have loved almost everything about the new update except for...this. The new Dawn or Dusk lighting is absolutely infuriating. It is impossible for me to get my screen bright enough to see. A tank can be right on top of me and if it's not moving, I can't see it. It's "Daytime" so you can't use night vision. For whatever reason about 1/4 of my games recently have been with this lighting scheme and it is getting to the point where I just quit out of the game and go do something else every time. It's not fun, engaging, or of benefit. I've played 5 years and this one change has been by far the most frustrating out of that entire time.
  11. 18 points
    Hello guys! This is....a suggestion that, probably for me, will be the last of its kind. A lot of time ago, at the date of February 22nd 2016, I came for the first time into the War Thunder Forum, and as the very first post I created a suggestion, which is "A New Map for War Thunder:Naples, Italy", which is currently the one that got pretty much viewed by lots of people during these years, I'll leave the link of this map suggestion that I've made years ago: The suggestion that I want to propose today is strictly related to the one above, and the map that I want devs to create and put into the game is Operation Avalanche. SHORT HISTORICAL BACKGROUND As you might know, Operation Avalanche was an anfibious landing operation that lasted from September 3rd to October 1st 1943. Also known as the "Salerno Landing", the Allied Forces wanted to build a very important bridgehead, to get then launched to the conquest of Naples and its port. The US forces of the US 5th Army under General Mark Clark, engaged in the landing, would subsequently be joined by the forces of Bernard Montgomery's 8th Army from the south (operation Baytown), together with which they would then attack the German defensive positions of the Volturno and of Gustav in central Italy. Despite some limited initial successes, General Clark's troops were violently counterattacked by the German forces that Field Marshal Albert Kesselring had managed to concentrate on the hills dominating the Gulf of Salerno; the Anglo-Americans found themselves in great difficulty and General Clark feared disaster. Attacking along the corridor of the Sele River, which represented a natural watershed between the two army corps landed in the Gulf of Salerno, the Germans came very close to the breakthrough, but the tenacious Anglo-American resistance and the support of the allied artillery averted the danger. After ten days of fierce fighting, the allies, who had suffered much higher losses than the Germans, managed to get out of the bridgehead and reorganize themselves in view of the advance towards Naples, which was conquered on 1 October 1943. The Germans, at the same time , they preferred to fold neatly northwards in the direction of the fortified line, called the Volturno line, perched in the impervious Apennine territory north of the Campania capital, where they prepared to face the advancing Allies. (For more information about the operation itself and for a wider view, see this): https://en.m.wikipedia.org/wiki/Operation_Avalanche# BATTLE ORDER: Allied : Axis : MAP PRESENTATION: This is a very particular Air RB (and in future EC RB and SB) map which can be recycled from another map. In this case, I'm talking about the Cava de'Tirreni (the old Italy) tank map, sadly one of the most hated maps in War Thunder, and it's probably inspired by my old Naples suggestion (link at the first lines of the suggestion) (for the image of the tank map, look down below↓): The fact that probably lots of players are unaware of, is that the outside map, the one in which you fly, is actually the scenary of Operation Avalanche but empty, full of trees and houses at random locations, covering a large area between Salerno and Naples (which is cut off), as you can see down below: What I want to suggest is an enlarged version of this map, that can cover Avellino, probably Caserta, Naples with its port and its airfield, like this: The operation itself in the game takes place during the allied advance towards Naples, so, between September 14th and September 21st 1943 (look below for a military map for reference↓): We have: •Allied troops that are stationary near Salerno, on land and on sea. Allied have got also a British carrier on which players can land. The objectives of the Allies can be found into the "Loading Screen image". •Axis forces will consists of tanks and reinforcements of various types, and their main objective is to not let the allies advance and conquer their points. You can find the rest of the objectives into the "Loading Screen image" (down below for reference↓): It's a very ambitious map, but interesting and extremely historical. Of course the images of the map that you saw could be more complete by adding the names of the cities and roads. But we all know that it needs them. Sometimes I'll add more info and stuff in it to keep it going and to help devs finding the tools that they need to model it properly. The map is recommended for Tier III and Tier IV early, for a Battle Rating between 4.3 and 5.7. Since this location is quite big, it's advisable to get an airspawn for everyone at low altitude (fighters), while attackers and bombers should get an airspawn nearer the center of the map. NOTE: Since I worked to this suggestion for one and an half year, make sure to check the other pages of this topic to get an idea of how many pictures and charts I've found. I hope for a lot of things: •That you will support this suggestion •That after 4 years, more or less, a map that got the interest of many people will come in its definitive and predicted form. •That this suggestion will make into the game AS REPRESENTED HERE. Have a good day chaps!
  12. 18 points
    Sound A bug has been fixed with missing sound and visual effects of hits on the destruction of the player’s ground vehicle. A bug has been fixed with missing sound and visual effects of hits on enemy/allied vehicle hits on enemy/allied ground vehicles. A bug that would cause a bomb flight sound to play for listeners on the ground immediately after a drop, regardless of the drop height.. Now bombs start to sound at distances of about 500 meters. Engine over-throttle sounds on ground vehicles have become shorter. They are quieter on vehicle stop, and louder, when the vehicle starts moving. Diesel engines on Leopard 2, Leclerc, T-90A, Type 90, T-64, now have a turbocharger whistling sound. The turbocharger layer has also been added to the over-throttle sounds. The turbine sounds for turbine engines of player ground vehicles (Abrams, T-80, Leclerc) have been changed in spectral composition to reduce possible discomfort during long playtimes Fleet characteristics, damage model, and weaponry changes Blue-water torpedo reload time in the naval AB has been increased from 60 to 120 seconds. Mine lifetime has been increased from 180 to 240 seconds. Sverdlov — a bug has been fixed with main caliber gun mantlets at middle distances. Others Consoles: Exchange tab has been added to the workshop for ‘New Power’ trophy items. Ground vehicle characteristics, damage model, and weaponry changes IPM1 - an issue with incorrect turret armor resistance in relation to the info card has been fixed. The hull break effect from kinetic round hits on hulls only has been removed for the following vehicles: PTZ89 WZ305 ZSD63 AMX-10RC AMX-13 all AMX-13 DCA 40 AMX-30 Roland Begleitpanzer 57 BMP-1 (all versions) Gepard FlaRakPz.1 FlaRakRad Radpanzer 90 Ru 251 TAM TAM 2C AUBL/74 HVG Centauro Centauro ROMOR Centauro MGS AUBL/74 M113A1 (all versions) R3 T106 FA SIDAM 25 (all versions) OTOMATIC Type 16 Type 60 ATM Type 60 SPRG (C) Type 87 Type 89 Type 93 CV 90105 TML CV 90120 Lvkv 9040C Lvrbv 701 Pvrbv 551 Strf 9040 BILL Strf 9040C UDES 33 Chieftain Marksman Falcon FV102 FV4005 FV438 Warrior Rooikat 105 TD Rooikat Mk.1D Stormer VFM5 ADATS HSTV-L M1128 M163 M247 M3 Bradley M50 M551 M901 9P149 Shturm-S 9P157 Khrizantema BMP-2 BMP-2M BMP-3 Object 120 Object 685 Object 906 SU-100P 2C6 Tunguska ZSU-23-4 Shilka ZSU-57-2 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.
  13. 17 points
    As the title said, that br is now dominated by harriers and yak38. i understand that both plane do not have stellar performances by themselves, but their armament is so superior that nothing can really face them. They need to be moved upwards because they have made every other plane at that br obsolete. With sraams and 30g missiles they will do just fine at 10.0. If a mig19pt with two aim9b equivalent can play there, for sure a plane with 4 sraams or 2 r60 can as well
  14. 17 points
    Why they had to do this again? Real values should be L/55 cannon 2000m/s Penetration 1000mm
  15. 17 points
    UPDATE 11/08/2020 - Special chapter: Torpedo Detonation Ammo explosions at high tier naval battles: What on earth is going wrong in this game? - An Illustration There's no need to re-emphasise how abysmally terrible implementation of ammo explosions in the current high tier naval battles. People are already leaving naval because of the miserable grind before even getting a destroyer, and for those few strong-minded who finally manged to climb to cruisers or purchasing premiums, they often find their cruisers constantly explode in one minute from spawn by some random salvo. There're many discussions threads here in the forum and Reddit, and videos in YouTube in regards to this issue, regardless that devs think "ammo explosion is in the third place of all death causes" from whatever reliable statistics which we'll never know. So WHAT ON EARTH IS GOING WRONG IN THIS GAME that makes ammo explosion happens so horrendously often? Some believe that it is because of Gaijin's map design which forces everyone to CQC where gunfire being very accurate so you can effectively aim on ammoracks. Some believe that it is because dispersion in this game is too small. Some radical suggestions even asks to remove ammorack modules from X-ray completely and implement ammo explosion into a certain probability upon the total number of hits on the ship. These opinions are more or less wrong if you really do deep studies in combat records in the WW2, and I don't think removing ammorack module and purely relies on RNG probability is a good idea. In fact, the problem in which ammo explosion happens way too often, is not caused by a single reason. There're multiple issues that Gaijin fails to properly handle that contribute to the high probability of ammo explosions in this game. In addition, I realise that many players still haven't really understood how ammoracks work in War Thunder naval, so this article will also explain the most up-to-date ammo explosion mechanics in game (Gaijin changed ammo explosion mechanics drastically in the past few major updates). How Ammorack DM works in War Thunder Naval? (You can skip this section if you already know it well) Currently, ammo storage in War Thunder naval is classified into these categories (EN Client): Shells Room. For cruisers, "Shells room" is where the main calibre gun's shells being stored. It should be noted that most of naval guns from 5in up use SEPARATE AMMO, of which the shells (projectiles) and propellant charge (in metal cases or silk bags) are separately stored. Charge Room. For cruisers, "Charge room" is where the the main calibre gun's propellant charge being stored. Ammunition Storage. For cruisers, "Ammunition storage" refers to Secondary gun ammo and AA ammo storage. First-stage ammo. For cruisers, it can be the ready racks of main calibre guns or secondary guns. Not all cruisers have first-stage ammo. I find that many people are confused by the concepts of "Shells room" and "Charge room", "ammo storage" and "magazine". This is possibly because many people intuitively think "shell" = a complete round of ammo, which is not the case in real life. A complete round is always separated into the shell (projectile) and propellant charges. In ground vehicles, "fixed ammo", of which the projectile and propellant charge is fixed together so they looks like an integrated thing, are widely used, so it gives an impression of one "shell" = one complete round. After all, in a tank shells and propellants are always stored together regardless it's fixed or separated ammo, but for a warship, shells and propellants are stored in completely different spaces. I often find people mixing the word "magazine" with ammo storage. In official Q&A thread by @Tovarish_kapitan, even the developer had misunderstood the meaning of "magazine". In fact, the word "magazine" only refers to the space where propellant powders are stored, so in case of separated ammo, "magazine" =/= ammo storage because a complete ammo storage also includes "shell room", sometimes also includes a separated "fuze magazine" in real life (but fuze magazine is neglected in game). Currently in 1.99, behaviours of ammo storage when being destroyed is implemented as below: Shell room - 100% chance of FATAL explosion which destroy the ship instantly Charge room - 100% chance of non-fatal explosion, inflict massive damage to the surrounding modules and compartments, creates intense fire. Ammunition storage - 100% of non-fatal explosion, inflict massive damage to the surrounding modules and compartments, creates intense fire. First-stage ammo - 100% of non-fatal explosion, inflict massive damage to the surrounding modules and compartments, creates intense fire. It looks making sense, but in fact it does not work: In 1.99 update, the destructive power of non-fatal explosion had been significantly increased. So even if charge room, ammunition storage or first-stage ammo explosions are NOT considered as "fatal" explosion, they often destroy the "shell room" in the vicinity, which is coded as FATAL explosion source. This is why your ship being blown up when enemy just hit your AA machine-gun ammo or even first-stage ammo on the deck. Hipper/Eugen and Chapayev/Sverdlov are particularly suffering from this issue. Shell room explosion being coded as fatal explosion source in this game IS COMPLETELY UNREALISTIC. This will be discussed in the later sections. WHAT IS GOING WRONG IN THIS GAME? 1. Completely unrealistic handling of "shell room" DM While it might be surprised to some people, naval shells are extremely inert to most damage sources. A large-calibre shell stowage does NOT massively explode from gunfire damage. This is due to various reasons: Naval shells are mostly loaded with extremely insensitive explosive fillers. In battle of Jutland, British fleet was plagued by premature detonation of their AP shells, which was contributed by the Lyddite filler which was relatively sensitive to shock. After WWI, almost all navies had understood the importance of using insensitive explosive fillers to prevent premature detonation, and Japanese, which still keep using picric acid as fillers, applied shock-resistance design in their shells to solve this issue. This brought another beneficial side-effect that shells loaded with these fillers were extremely stable against almost all damage sources. Naval shells are mostly of much higher calibre than tanks. Large calibre shells have very thick wall, which makes them immune to fragments: For more detailed description and solid references, see this: All in all, on the contrary of what Gaijin thinks, the shell room should NOT be a source of fatal explosion, but in fact as ADDITIONAL PROTECTION when it is placed above powder magazine ("Charge room" in WT EN client) The only hazard to shell stowage in real life is the FIRE. By prolonged roasting effect, explosives may massively explode when temperature reaches a certain point. The most recent example of fire causing explosives to massive detonation: https://www.bbc.co.uk/news/world-middle-east-53659282 2. Shells not fuzing on water in game In real life, the fuze of the shell will be triggered when it strikes water, the maximum distance of a shell traveled in water is therefore limited by its fuze delay. However, this is not the case in War Thunder naval. In this game, shells are not fuzing when they hit the water so they can travel for 20+m or even further without being detonated. Since most of ships' ammo storage is located well below the waterline, so if the shells are not fuzing on water, the chance of hitting ammo storage below waterline is greatly increased. 3. Shell trajectory does not change after water-entry in this game In real life, shell trajectory more or less changes after water-entry. Specifically, after entering water, the trajectory of a standard shell will bends upwards and turn into a run that almost being paralleled to water surface. The shell will drastically loss its velocity or even tumble. After travelling for about 80 times of its calibre distance, the shell will lose almost all of its velocity and re-emerge again to the surface or quickly sink. This physical phenomenon greatly limited the maximum depth that a diving shell may reach below water surface. Unfortunately, this important physical fact is completely missing in this game. Shells simply follow its original path before entering the water so they too often reaches unrealistically excessive depth where most of ships do not have any armour. Some people may have noticed that some ships are "missing" side armour abreast magazine: Someone even thought that this is a bug and reported it in the forum. In fact, this is not a bug. The armour scheme of this ship in game is historically accurate, what is wrong is the physics of this game. While omitting side armour for magazine well below the waterline was a good idea in real life for saving tonnage, it does not work in this game because water in War Thunder does NOT prevent shells from reaching such depth. 4. Shells do not bounce off from water surface at low falling angle There're some people believe that why hits on ammo stowage happens so often in this game is because ships often fight at extremely close range in game. However, this assumption is NOT right. In fact, there were a lot of real battles happened at extremely close range in history, but no hit on magazine actually happened in these cases. While indeed at close range ships can quickly score tremendous number of hits on enemy, it is more difficult to hit vital parts, which are mostly located below the waterline. This is because at close range, shells almost always ricochet from water surface like stone-skipping due to low falling angle. In such scenario, underwater hits almost never happen. This phenomenon is completely missing for large calibre shells in this game, which is weird because apparently Gaijin had modelled this feature for machineguns and small calibre AA guns. A few historical examples to give you an impression of how rarely underwater hits happen at short range in real life: At last, I want to mention some other naval game which Gaijin derided as "tanks on blue grass". In that "arcadish" game, their developers recreated almost all of the phenomena I've mentioned above except ricochets from water surface. In addition, they even gives Japanese shells a super-long-delay fuze which allows them to travel further in water than others as they historically did. So which game is of "realism" and which one is "arcadish"? That's a question. Related reading materials for people who interested: About the inertness of projectile stowage: http://www.navweaps.com/index_inro/INRO_Hood.php#Magazine_Detonation Sympathetic Detonation of 16"/50 HC Projectiles BR 932, Handbook on Ammunition http://discovery.nationalarchives.gov.uk/details/r/C2488104 http://discovery.nationalarchives.gov.uk/details/r/C2488212 About the physics of interaction between projectiles and water: http://www.navweaps.com/index_inro/INRO_Hood.php#Underwater_Trajectories "Underwater Projectile Hits" by Nathan Okun Shallow Water Entry of Ballistic Projectiles About how fuzes works in real life: OP 1664, US Explosive Ordnance, Volume 1 OP 1212, Projectile Fuzes Real life battle damage reports showing the hit rates across the ship at close-quarter combats: https://www.history.navy.mil/research/library/online-reading-room/title-list-alphabetically/w/war-damage-reports/uss-quincy-ca39-astoria-ca34-vincennes-ca44-war-damage-report-no29.html https://www.ibiblio.org/hyperwar/USN/rep/WDR/U.S.S. STERETT (DD-407), GUNFIRE DAMAGE - Battle of Guadalcanal, November 13, 1942.pdf Some general history about cruisers' design, showing the evolution of the philosophy behind magazine protection of various navies: Eric Lacroix & Linton Wells II: Japanese Cruisers of the Pacific War Norman Friedman: British Cruisers: Two World Wars and After
  16. 17 points
    Download Wallpaper: 1920x1080 2560x1440 3840x2160 A new version of the Dagor engine, the first battleships, new aircraft carriers, new sky, vertical take-off aircraft and many other important changes. New Dagor 6.0 engine version Updated explosion and gunfire effects, physics of fires and aircraft destruction. Reliable traces of projectiles hitting objects in the game world have been implemented. Added visually reliable sky effects, clouds of different types, fog, sunlight scattering and much more. The graphical Dagor game engine has been updated to version 6.0. Update of atmospheric and weather conditions, clouds, fog and light processing. Read more in our devblog. New visual effects for aircraft: reworked gunshot flashes, jet engine effects, effects of aircraft shells and bomb hits, fire effects and destruction of aircraft. Read more in our devblog. The traces of shell hits on ground vehicles have been reworked and improved. On already destroyed and burning ground vehicles, an internal fire can now be seen through gaps. The shape of the penetration now depends on the angle of impact. Armour-piercing shells stuck in the tank’s armour when not pierced completely have been added. New firing effects for ground vehicle machine guns and automatic cannons for calibres between 7.5 and 30mm. For nVidia GPUs of the RTX2000 and RTX3000 series support for DLSS has been added. Aircraft Vertical take-off and landing aircraft have been added to the game: A British attack aircraft with the Harrier’s innovative thrust vector deflection technology and the deck Soviet Yak-38 attack aircraft. USA AV-8A Harrier (Premium) AV-8C Harrier Germany Bf 110 G-4 P-47D-16 RE (premium) Japan Mitsubishi F-1 USSR MiG-21 bis Yak-38 (Premium) Yak-38M Great Britain Harrier GR.1 (Premium) Harrier GR.3 Sweden SK60B China Q-5A/B P-47D-23 RE Italy F.C.20 Bis France P-47D-22 RE (premium) Armoured vehicles 14 new and updated tank models, including the long-awaited T-90A. USA M1128 USSR T-72AВ (TURMS-T) (premium) T-90А Germany Leopard 1A5 FlaRakRad Leopard 2A6 Great Britain VFM5 Japan Type 74 F China PTZ89 Italy Leopard 1A5 Celere Sahariano (premium) France Lorraine 37L Leclerc S2 Sweden Strv 122B PLSS Fleet Vessels from all the in-game nations have been divided into two separate trees with the traditional vertical research mechanics - coastal and blue-water fleet. The first battleships arrive in the game, as well as the long-awaited aircraft carriers HMS Ark Royal, USS Forrestal and the “Baku”. USA USS North Dakota (BB-29) USS New Orleans (CA-32) USS Welborn (DD-195) (premium) USS Moffett (DD-362) (premium) Great Britain HMS Dreadnought HMS Colossus Montgomery (G95) (premium) Class J (leader) (premium) Japan IJN Ikoma IJN Settsu IJN Satsuki (premium) Germany SMS Westfalen SMS Helgoland Type 1924 Luchs (premium) USSR Imperatritsa Mariya Poltava Kerch (premium) Zheleznyakov (premium) Italy Aquilone (premium) New missions and locations New hangars for all vehicle types as well as new locations and missions. New Hangar Aircraft location “City”. Aircraft AB mission in the location “City”: “Ground Strike: City”. Aircraft RB mission on the location “City”: “Operation: City” New hangar. Location and mission updates The aircraft RB mission in the AB location “Rice Terraces” has been reworked. Changes in ‘test flight’ missions: New test flight mission for carrier-based jets for USA, Britain and USSR. Models for aircraft carriers in test flight missions for the modern US and British jet aircraft have been changed. New test flight for the Ka-29. New targets in the test missions for ships with large tonnage. The size of the following naval location has been increased to 128 km (added more sea area along the edges of the location): Honolulu - The island previously was located within range of the location borders and couldn’t be bypassed - now it is possible to bypass it. Saipan Peleliu - A large part of the islands were placed on the edge of the map and it wasn’t possible to bypass them or to locate mission objects on them. Changes in aircraft AB missions (3rd and final reworking stage): "Ground Strike" Iron Range "Ground Strike" Fjords "Ground Strike" Irland "Ground Strike" Greece "Ground Strike" Moscow "Ground Strike" Normandy "Ground Strike" Green Ridge "Ground Strike" Norway "Ground Strike" Poland "Ground Strike" Rice Terraces "Ground Strike" Top of the World "Ground Strike" Spain "Ground Strike" Guiana Highlands For part of these missions the airfields have been relocated to new places to keep them away from the mission centre and to reduce the impact of airfield air defense on the mission. List of changes: The automatic feature in the destruction of AI vehicles has been disabled. New AI vehicles will appear - ground attackers that spawn for every team and destroy AI ground vehicles. Also in these missions the number of ground vehicles has been increased and both heavy vehicles (dots and tanks) and light vehicles (artillery, anti-aircraft guns and trucks) will be counted as victory points. Previously, destruction of light vehicles didn’t affect victory points. Airfield models have been changed to a new 1700 metres long model. AI vehicle counters have been disabled. In fact, previously they duplicated the victory point lines, but might not depict the actual required number of vehicles for victory, for example when bombing zones were destroyed. Destruction of player-controlled aircraft now gives victory points. Number of AI anti-aircraft guns has been reduced. Troops have been redistributed to make the mission more “even” without being too crowded. Enduring Confrontation New EC mission in the original aircraft location “Peleliu” with 4 ports on each side. Due to the nature of the landscape it is assumed that it will be reasonable for boats. Vessels used by AI in naval enduring confrontation, the number of the small-medium calibre anti-aircraft guns has been changed to reduce FPS drops in the ports or in convoys (ships under the player’s control will not be affected). Cargo ships and destroyers now have 2 anti-aircraft guns of small and medium calibre and cruisers have 4. The number of large calibre anti-aircraft guns haven’t been changed. The tests showed a significant FPS increase compared to the situation on the production server. Ports in the naval enduring confrontation are now protected by anti-torpedo nets: any torpedos crossing the port border will now detonate. Ground Vehicle model, damage model, characteristic and weaponry changes: The size of the vignette has been reduced for a self-propelled anti-aircraft gun sight and default sights for ground vehicles. M1A2 - The M829A1 shell has been added to ammo loadout. Challenger 2 (2F) - The L27A1 shell has been added to ammo loadout. Pz.II C - The armour scheme of the hull and turret has been clarified. Armour scheme is now more detailed. Sources: Die Panzer-Kampfwagen I und II und ihre Abarten // Panzerkampfwagen II Ausf.a/1, a/2, a/3, b, c, A, B and C: Development and Production From 1934 to 1940. 2S6 - 9М311-1М rocket has been added to the ammunition loadout. Maus, E100 - 12.8/8.8 Pzgr.-TS shell has been added to the ammunition loadout. ARL44 - Values on the armour thickness for the hull and turret have been specified. Source: Notice technique du char de transition ARL-44 France 1944 FlaRakPz.1, AMX-30 Roland - Guidance speeds have been changed: from 45 to 85 degrees per minute in horizontal guidance and from 25 to 40 degrees per minute in vertical guidance. Reloading time has been changed from 10 to 5 seconds. Source: Flugabwehrpanzer, Geschichte und heutiger Stand. The following ground vehicle shells have been converted to a more accurate fragmentation scheme: High-explosive fragmentation - HE Cumulative - HEAT Armor-piercing high-explosive / plastic - HESH Aircraft and helicopter model, damage model, characteristic and weaponry changes: Yak-9 (all modifications), I-16 (all modifications), MiG-3 (all modifications), Yak-3 (all modifications), Mosquito (all modifications), LaGG-3 (all modifications), La-7 (all modifications), La-5 (all modifications), I-185 (all modifications), I-225 — The structural materials of the airframe and fin have been specified. Damage model when hitting from different ammunition types and shells has been improved. Bf 109K - Wing construction materials have been clarified. He 162 (all modifications) - The structural materials of fin have been specified. Piston engines (all types and modifications) - Survivability characteristics when hit from ammunition of different types and calibres have been clarified and improved. Ka-50, Ka-52 - For the APU-6 pylon for the ATGM Vikhr has been implemented with a system of deviation downwards by 12 degrees. Ka-50 - Detailed cockpit has been added. MiG-21 SMT - Cockpit has been updated. For most aircraft missiles, a system of the empennage deployment where it was provided as standard has been implemented. The possibility of launching several missiles simultaneously have been implemented for ATGM with beam guidance. Position angles for launch possibility and maneuverable characteristics of the missiles in ATGM’s have been specified. The possibility of changing the number of used suspended weapons for single use has been added. The possibility to hide radar indications in the interface with a switched off radar and no active counter-detection system has been added for aircraft. R-60 - Weight of the explosive mass has been changed to 1.150 kg. R-60M - Weight of the explosive mass has been changed to 1.350 kg. FAB-50 - 1000 used on aircraft have been replaced by the SV version. New icons for the mine weapon modification and guided “air-to-surface” missiles have been added. A new effect for aerobatic smoke has been added. A-4B — cannons have been changed to Colt Mk 12 Mod 0. T2 — the mistakenly installed ballistic calculator has been removed. T2 — the max number of 250-500 lb bombs has been reduced to 5. F-4E — mounted weapon presets have been corrected. Twin preset with 10x750lb M117 bombs + 4xAIM-9E now has 4xAIM-7E missiles. F-4C — mounted weapon presets have been corrected. Twin preset with 4xAIM-9E and 4xAIM-7D missiles now has M61 gun pod. Mounted weapon menu has been fixed. The following aircraft now have the correct icon for mounted armament: He 111 H-2/H-6/H-16 He 177 A-5 F.222.2 Me 262 A-1A Do 17 E-1/Z-2/Z-7 Ju 288 C BV.238 F3H-2 Meteor F Mk.8 Reaper Flight Model changes: Ju 87 (all series) - Flight model has been updated. Engine operating modes have been specified. Distribution of fuel across tanks has been corrected. Wings, fuselage, flaps and propeller blade polars have been recalculated and updated. The control over aircraft during the release of flaps and air brakes has been specified. Aircraft control when diving at high angles has been improved. Ju 88А-1/4/C-6 - Flight model has been updated. Engine operating modes have been specified. Distribution of fuel across the tanks has been corrected. Wings, fuselage, flaps and propeller blade polars have been recalculated and updated. The control over of the aircraft during the release of flaps and air brakes has been specified. Aircraft control when diving at high angles has been improved. D-371-HS9, DB-7 – a bug has been fixed with incorrect bonuses from the ‘Cover’ upgrade (in RB the module affects speed) B17BS - a bug has been fixed with uncontrollable floats. F3F-2 — The flight model has been updated. Engine operating modes have been specified. Wings, fuselage, flap and propeller blade polars have been recalculated and updated. The control of aircraft during the release of the landing gear has been specified. P-63 (all series) — The flight model has been updated. Engine operating modes have been specified. Thermodynamic model has been updated, it is more dependent on speed and altitude. Effect of focus shift when landing gear and flaps are extended has been increased. The control of the aircraft during takeoffs and landing has been improved. Climb time and maximum speeds have been adjusted according to the operational manual. Stalling behavior has been specified. Sea Fury FB11 — max speeds and Mach speed have been corrected within 5% of safety factor.Climb rate and max speed have been corrected according to the passport. Wings, fuselage and flap polars have been recalculated for high M speeds. Thermodynamic model has been updated, it is more dependent on speed and altitude. Effect of focus shift when landing gear and flaps are extended has been increased. Т2 — engine has been reworked (efficiency at high speeds with 100% thrust has been reduced slightly, climb rate in WEP mode has been slightly increased). Increased efficiency of controls at high speed has been fixed. BI — engine efficiency at low thrust has been corrected. Swordfish (all series) — mouse-aim controls have been improved. AM-1 Mauler — FM has been specified. Stall speed has been reduced, speed has been increased on long combat mode, climb rate has been significantly improved, controls have been improved. Naval fleet model, damage model, characteristic and weaponry changes: Naval weaponry: Maximum firing range and armour penetration for Italian 120mm shells have been corrected. IJN Chidori, IJN Mutsuki - 120mm HE shell with a base fuze has been added. IJN Tone — Missing ready-use shells for two 127mm Units have been added. S-38b, Type 1939 (T31) — G7e torpedoes have been replaced with G7a. Type 1939 (T22) — Traverse angles have been corrected for the port front (bow) 20 mm mount. IJN Shimakaze — Type 93 model 1 torpedo model has been replaced by the Type 93 model 3. Admiral Graf Spee — Ballistics on the main calibre cannons has been fixed. Accuracy has been improved. Main calibre shell markings have been fixed. 127-mm/40 cannon type 89 (IJN Mogami) — Muzzle speed, weight and explosive mass and type in the anti-aircraft shells have been corrected. Isuzu — Torpedoes have been changed to 533 mm Type 54. HMS London, HMS York, HMS Kent — A bug where the torpedoes weren't reloaded in AB game mode has been fixed. Type 1924 Leopard — Hint in the X-Ray view for the two main calibre stern guns has been fixed. IJN Mutsuki, Chidori — Fire rate of the Type 3 120 mm/45 cannons has been increased to 10 shots per minute. MO-4 — Maximum elevation angles for the 21-KM cannons have been corrected. Bartolomeo Colleoni, Raimondo Montecuccoli — Reserve torpedoes have been added. S-38, S-38b — Maximum number of the 20 mm ammunition that can be taken into the battle has been fixed. Torpedo running depth. In RB mode, you may set torpedoes running depth before entering battle: 1m or 4m. In AB, torpedoes automatically select the optimum depth for hitting the target, if the sea floor permits. Naval modifications and crew skills: Crew system has been reworked. Blue-water ships, from light cruisers, crew compartments redistributed to the internal spaces of a ship that is not occupied by other modules. Modules such as boiler rooms, transmission, magazines, artillery turrets, multilevel elevators and torpedo tubes now have their own crew. If such a module is damaged or destroyed, the disabled crew is replenished from other compartments as the module is repaired. When a compartment is destroyed, its crew is irretrievably lost. The number of drainage pumps operational is now important. Damaging these pumps,the water is pumped out more slowly. The maximum penalty for pumping speed in case of disabling of all pumps is 25% of the maximum. Naval characteristics, physics and damage model: Coal bunkers are built with solid armour and provide additional protection in approximately the following proportion: 1m of coal = 27mm of structural steel. Bunkers have been added to the armour view where you can see their actual thickness at every point. The impact of shock waves on vessels rolling from close explosions and hits from large shells has been reduced. Zara – Roll angle in a turn has been corrected. HMS Peacock – Roll angle in a turn has been corrected. HMS London (69) – Roll angle in a turn has been increased accordingly with other ships of this class. Type 1939 (T31), Jaguar-Klasse (140), HMNZS Leander — Anti flood pumps have been added. HMS Southampton — Excessive roll in turn has been fixed. Koln F220, Lubeck F224 — The incorrect display of the 375 mm reactive bombs in the ammo storage has been fixed. IJN Shimakaze — Number of crew members has been increased from 267 to 282. Pr.1204 Late — A bug where in the X-Ray view the mines were displayed even without selecting the necessary modification has been fixed. Kanonenboot K-2 — Vulnerability of compartments in the central ship part has been fixed. USS Brooklyn, USS Helena, Clemson (DD-366), Clemson (DD-213) — Previously missed base fuze shells have been added to the protection analyzer. Naval Visual models and visual parts: HMS Peacock – The animation of casing ejection has been added for the main calibre turret. MS-53 – Leers have been added to the stern turret. Chikugo — A bug with the display of the rocket launcher (hovering above deck) has been fixed. Class J (leader) — A bug with the display of objects on the deck (hovering above it) has been fixed. Köln F220, Lübeck F224 — The visual effects of the funnel exhaust has been replaced from coal smoke to gas turbine vapour. Krasny Kavkaz — Incorrect ship draft in hangar has been fixed. 165 ft PC-466 Carmi — A bug with non visually rotating main calibre turrets has been fixed. Interface Indicator of AI firing mode (by default button “E”), has been moved to the action panel. Economy and research The research tree for the fleet has been divided into two separate vertical trees: Coastal Fleet(small) and Blue-water Fleet(large). The research of the Blue-water fleet begins with reserve destroyers that are now available to all players when beginning naval gameplay. Learn more about it on our web page. Pz.III E - Has been moved to the “reserves” category and added to the group with Pz.III B. T2 - BR in all game modes has been lowered to 10.0. Customization Decals for identification marks have been added. Jaguar GR.1, Jaguar A - Additional camouflages that are available for completing tasks and purchasing for Golden Eagles have been added. New collections have been added: decorations “Ammunition” and “decals Game Updates”. New patterns for Japanese top ranked ground vehicles have been added. New camouflage pattern has been added to German ground vehicles. Camouflage sets for following vehicles have been updated. Conditions for their receipt have been recalculated:: M551 M163 M247 M60A1 (AOS) M60A2 Tiger II (P) Tiger II (H) Sla.16 Panther D Ferdinand Nashorn Waffenträger Brummbär Jagdpanther Bfw. Jagdpanther Sd.Kfz.234/1 Sd.Kfz.234/2 Sd.Kfz.234/3 Flakpanzer 341 Interface The visual style of the interface has been updated. Interface background has become more transparent. Background blur has been added. Interface navigation using a gamepad and keyboard has been improved. D-Pad on the gamepad and keyboard arrows move the mouse cursor over the interface elements. Game mechanics In ground battles, destroyed player’s vehicles now remain on the battlefield until the end of the mission. In this case any player can hook a tow cable to any destroyed vehicle and tow it to another location to free up a route or passage or to use it as cover. The nickname of a player that gives the target designation has been added and is placed now above the target designation marker for squads of 3 or more players. Smoke indication on capture points has been disabled in ground and naval missions. Capture point markers have been moved from the world (game space) to the HUD in ground and naval missions. The distance to the capture point border in the view area has been added. For ground and naval missions, the number of grid cells have been standardized. In missions where the width of the battle zone is less than 5,000 m the number of full cells is equal to 7 and with a width of 5,000 m or above - 10. The display of the grid cell size on the mini map has been added to ground and naval missions. “Reference” vehicle modification in test drive will now use all modifications (except mutually exclusive ones) and not just those affecting vehicle characteristics. The rules for calculating respawn costs for aircraft and its weaponry in the respawn scores have been changed in ground realistic and simulator battles: Respawn cost multiplier for AP researchable belts has been added. An arrmour-piercing belt will be counted as penetrated at right angle from 40mm at a distance of 500m. The cost of such a belt will be 20% of the vehicle cost. Fixed cost multiplier for suspended weaponry has been replaced by a calculate one based on the total weight of the suspended weaponry (except guided missiles air-to-surface). The multiplier will be calculated by interpolation from 3 to 25% of the vehicle cost with an armament weight of 50 - 1000 kg. The values going beyond the interpolation limits uses the marginal coefficient values. For suspended weaponry with guided missiles air-to-surface will use a fixed multiplier of 25% of the cost of the aircraft. The basic respawn cost value on the attacker aircraft has been reduced to the respawn cost value on the fighter. Suspended weaponry of attacker aircraft have now a respawn cost similar to fighter aircraft. Respawn costs for helicopters in the ground simulator battles have been reduced: Basic 300 → 250 With ATGM 450 → 430 The automatic firing of illumination shells have been added to night ground battles. From the start of the mission within a given periodicity, four illumination shells (two from each team) will be fired (synchronised) between the respawn zones to the capture zones. These mechanics have been implemented in random battles and in the custom battles for the following modes: Domination, Battle and Conquest. Sound New authentic sound design for the Swedish vehicles such as the CV 90120, Lvkv 9040C, CV 90105 TML, Ikv 91, Ikv 103, Ikv 72 has been added. New sound design for engines assigned to a number of wheeled vehicles with similar engine configuration such as the Type 16, R3 T20, Fiat 6614, Fiat 6616, Aubl 74, R3 T106 FA, Centauro ROMOR, Centauro, Centauro MGS has been created. The Leclerc and Leopard 2A5 have received new improved engine sounds. The engine sound of the T-80 tank and its modifications has been reworked. The sound of the dropped casing for tanks with external extraction has been fixed (tanks like Strv 103А, Strv 103С, Strv 103-0, Lvkv 9040C, Strf 9056, Т-72A, Т-72B, T-72B3). Engines on allied/enemy ground vehicles now sound as diverse as the player vehicle (not implemented for x86 Windows versions due to technical limitations of the platform). This means that enemy/allied vehicles now have the same preset of authentic engine sounds as the player’s vehicle. The mechanism of the sounding of close overflights has been reworked and operates with more stability. The F-104 (and its modifications) have received new sounds for the turbine and are more accurately reflected in the sound of the engine operating phase. Sounds of firing and explosions on ground vehicles now change more naturally as the distance to them changes. Firing sounds for ground vehicles and ship cannons have been reworked to be a more natural balance of frequencies and audibility in all elements of the shots. The mechanism of the sound of breaking waves against a boat or ship’s bow has been created. The nature of the sound depends on the size of the vessel, its speed and the wave state of the sea. New sound design for waves on the sea depending on the wind force has been created. New music content has been added to the game. The new music will be played in aircraft (ranks V-VI) and ground (ranks VI-VII) battles. Also the new music theme will also be played at the game start. The sound settings “Effects volume”, “Engine volume” and “Firing volume” cannot be made quieter than 50% of maximium volume now. The War Thunder Team Leave your feedback here!
  17. 16 points
    1. The full name of the vehicle affected. M1128 Stryker Mobile Gun System 2. A detailed description of the issue you have or what you see as being erroneous regarding its representation in-game. The M1128 currently has a 10s reload rate for its main gun, which is incorrect. The reload rate should be 10 rounds per minute, AKA a 6s reload rate. Data provided by the vehicle's manufacturer, General Dynamics Land Systems (GDLS), specifically states that the autoloader has a reload rate of 10 rounds per minute. In 2005 the autoloading system was changed to increase reliability, though only the replenishment drum was changed. The main drum/carousel was unchanged, meaning the 6s reload is retained. 3. Unless the data is taken from an official Gaijin statement, please provide a documented test and provide the Client Log from that session. 4. A detailed description of the fix you suggest. Provide sources including reference that underline your position. Change the M1128 Stryker Mobile Gun System's reload rate from 10 seconds per round to 6 seconds per round. References: Sources: The Road To The Objective Force "Armaments for the Army Transformation" by COL David Ogg and Don Howe, GM GDLS Defense Group, LLC (Primary document from manufacturer) Stryker: Vanguard for Army Transformation by GM/GLDS Defense Group (Primary document from manufacturer) THE STRYKER MOBILE GUN SYSTEM: A CASE STUDY ON MANAGING COMPLEXITY by Christian C. Ayers Jane's Weapon Systems 1988-89 Jane's AFV Systems 1988-89
  18. 16 points
    is it because the m3 Bradley is missing its I-tow (1978)? is it because the m6a3TTS is missing its m833(1983)? is it because the m1 Abrams is missing its m833 (1983)? is it because the m1a1 is missing its m829a1 (1988)? is it because the m1a2 is missing its m829a2 (1994)? is it because the xm885 for the HSTV-L is underperforming? bug reports have been summited on all these issues yet nothing has been done about them for literally years on some reports. what is your theory to why the USA cant attract better players? mine is because the devs have decided to withhold important ammunition types from the USA therefor watering down the nation in game.
  19. 14 points
    Well as the title suggests, remove DM53 and 3MB42M for the sake of balance (even if it means giving DM33 back in an unhistorical setting, ide rather see a balanced game than a broken game) DM53 negates any armour advantage T series had with K5, yes they were strong and had high winrates but this wasnt because they had strong tanks or armour, it was because they had an exceptional lineup with multiple backups to use with 3BM42 and KA50/KA52, it utterly negates the entire armour profile of both the Leclerc and S2 making these utterly worthless even when compared to the M1A2/CH2 which can at least still "protect against DM53 on the cheeks" minus weak spots. Do the right thing gaijin and remove these shells from the game, top tier is not ready for this.
  20. 14 points
    Why Gaijin decided to move it to 9.3 when people were raising concerns about it at 9.7 is beyond me (actually, we all know why Gaijin did it ). Pretty much anything in its BR range short of supersonics has become unplayable...
  21. 14 points
    Thanks. I have asked for a re-evaluation based on the Armor magazine and GM/GLDS brochure.
  22. 14 points
    Bunch of wallet warriors claimed it's absolute bargain to pay 2500GE for it on top of your premium account, talisman vehicles, boosters and premium vehicles and they pulled the plug right on launch. Why? Cause they realized they can milk the player base even more. You can bet your sweet cheeks they bumping the prices OR reducing the rewards for both F2P and P2W versions of BP. Why I think so? There is really no need to explain. I have been playing and paying for stuff for better part of a decade already. The practices are clear as day and they've done worse before. PROVE ME WRONG GAIJIN!!!
  23. 14 points
    Can we just collect this guy's posts over time, I feel like it'd make a pretty funny collection to share at the end of each year.
  24. 13 points
    Like title said it's so bad mere leopard can 1 shot you through gunner's optic. Lower BR or give mango & 9M119 Svir atgm. https://streamable.com/e6v0yk
  25. 13 points
    So after playing with the new controls on PS4 i found out that i like the old ones better. I was wondering if its possible to somehow revert back to the old ones (yes i am serious)
  26. 13 points
    SK60B — Separate launch for the unguided rockets has been added. Pz.IV J — Hull damage model has been corrected. The high-explosive effect of 165 and 184 mm HE shells (cannons on the FV4005 and Centurion AVRE) has been fixed. Tracers when hitting elements of the HVM Starstreak missile have been added. Guidance when shooting at targets moving at angular velocity relative to the launcher has been improved. A bug when aiming Air-to-Air heat-seeking missiles has been fixed. In some cases the missile did not guide accurately enough to the target. Ki-61-2 - A bug leading to a lower stall speed relative to the vehicle passport has been fixed. Sound CPU load has been reduced. Sound events for artillery shell explosions have been reworked. More pronounced sound of the engine turbine has been added to the Leopard 2 tank series. The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated. Leave feedback here
  27. 13 points
    Battle Pass comes to War Thunder! It is a seasonal event, where you can take part any time you like. Get handy combat items, and exclusive items! Decals, titles, decorations, avatars, and even Premium vehicles! The first Season of Battle Pass to begin on November 17th Track your progress in the tab on the right side of the hangar screen. In Battle Pass, you earn progress points and progress through the levels. Every level gives access to a special prize. Prizes Every season of Battle Pass introduces new and exclusive prizes. Here are some examples of the rewards you can receive in the first season: Check more details on our website!
  28. 12 points
    I'm sorry but the recent changes to SRAAM's make this an instant 10.0. they track like crazy and at 9.3 has the chance to face 8.3's and 8.7s regular with no countermeasure systems. I mean a Hunter F6 with SRAAM's is 10.0 for the same reason (and thats slower, has no VTOL and roll rate is garbage) sorry but Harrier GR1 needs to go up before it causes mayhem at lower BR's. Its either that or you nerf/fix SRAAM's because something does not seem right with them in how good they track now.
  29. 12 points
    Hi, here you are a little guide on "How me and @Kolin0 made the Sahariano". This is a very uncommon and unknown tank, there are few but good photo of it and thanks to the fact that it appears without some parts it was possible to understand how they made it using logic, brainstorming and the eyes.
  30. 12 points
    When the night missions were included in game, I was very sad. Although the presence of NVD\TVD somehow smoothed out my discontent (I think there are millions of bois who think same). I resigned myself. But now, after the update, we made a mission with idk what time of day, when it’s already dark, but not yet night. You seem to be playing during the day, that's why you don't turn on the NVD, but in fact you go "by touch". In this regard, I have a question: maybe a rotten person, a traitor, has turned up among the developers, with a manic desire to make people stare at the monitor, looking where are you going, break the buzz from games and force them to go to another projects? Give the opportunity to player to choose - play on evening or not. Although for me it would be better if more light day missions were just done. It's so nice to look at the beautiful models of tanks and the surroundings. Add rain, slush, whatever, but let it be seen! I want to enjoy the game, not watch the black screen!
  31. 12 points
    I really think Battleships should NOT be linked to Cruisers. For example, in order to get USS North Dakota, you must first research and purchase USS Northampton (220,000 RP, 610,000 SL) and USS New Orleans (320,000!!!! RP, 790,000 SL). This means you have to grind for 920,000 RP and 2,390,000 SL (not counting crews) once you unlock Tier V, in order to get USS North Dakota. Battleships should be Tier V, yes, but they should be independent and separate from Cruisers! Or, in any case, have them linked to one Cruiser, like Germany, BUT NOT TWO! Even less when one of the Cruisers costs as much RP as a Battleship.
  32. 12 points
    Hello people, I'm curious about what's your opinion on the price that has been chosen for the Battle Pass, so please let me know in the comment section below. In my opinion, the price is waay to high. Like many other that were constantly following the news i also thought that the mentioned 500 GE for the Improved Battle Pass in the first version of the article were going to be the price of the item itself. Useless to say i was quite sad when they modified the article and added the infographic with the prices that they unluckily forgot to add in the first place. 500 GE for the IBP did seem quite low but for once i thought Gaijin was being nice to us and conisdering that paying for the BP doesn't grant you anything else then POSSIBILITY to grind for the rewards (so you are not guaranteed the rewards themself) it actually made some sense. Consider also that this will be a recurring thing, you are not just paying that price now, you will also need to do it in another 75 days if you want to take part to all seasons and have the opportunity to grind for all the rewards. Honestly for how it's structured i could have seen myself buy the standard BP up to 1000 GE (every 75 days). It could have been a way of supporting the game even more (i already have a premium account) while easing the grind thanks to the boosters and obtaining some nice rewards. 1500 would already have been a real stretch for me. But 2000 GE?! It's 12 euros every 75 days or so (depending on the down time between seasons). It's basically like paying the premium accounts two times year per year if you want to take part to all seasons, 50 more euros! 100 euros per year are honestly way too much. In other games with BPs it usually coincide with the premium account so you don't have to pay for both OR you pay for 1 season and then with the premium currency earned in it (premium currency is not a reward in this season for WT) you can pay for the next one or have a nice discount. Gaijin is choosing to not follow either... I understand that Gaijin wants to target it's wealthier players that already demonstrated many times that they will throughfully support the game... Though sometimes it would be nice to see them choose a broder marketing startegy, going for a large number of players supporting the game via a small recurring fee rather then fewer wealthier ones.
  33. 12 points
    A 2010 issue of Armor Magazine, the official journal of the US Army's Armored Branch, states a reload rate of 6 seconds per round. It actually goes as far as to say that the 6rpm figure often cited is incorrect. The "actual rate of fire" listed on the first page is an average derived both from reload time and gunner response time. The mechanical reload is further specified in the footnotes. Source: Armor Magazine Volume 119 Issue 4 Furthermore, the second GDLS source listed offers optional RPG protection. This dates it as being created during or after 2005, the year when the autoloader was changed, as slat armor for the Stryker was just starting to see operational testing in 2005. According to the Army's Publishing Directorate, technical manuals for the installation of slat armor on Strykers were not published until 2007. From: https://armypubs.army.mil/ProductMaps/PubForm/Details.aspx?PUB_ID=83345 https://apps.dtic.mil/sti/pdfs/ADA519230.pdf From: Hearings Before The Committee of Appropriations 2005
  34. 12 points
    M4A3 (76) W — The armour model of the gun mantlet has been fixed. Yak-1B — A mismatch of the aircraft model has been fixed. The mechanics of the new HUD markers for capture points has been changed: The altitude of the marker above the surface has been changed from 5 to 10 meters. Added transparency to the marker and the distance text. Where markers overlap each other, the markers of more distant capture points become even more transparent and the distance to them will be hidden. A variant of a bomber with a nuclear weapon has been added to air events in ground battles at a BR of 6.0-7.0. This option is already available in battles with a BR of 7.3 or higher. In order to use it you need to destroy 20 enemy player controlled vehicles in a single battle. Т-72AV — The nomenclature of the shells used has been updated: I modification level — 3BM22 IV modification level — 3BM42 Yak-38, Yak-38M — Additional camouflage variants have been added. Harrier GR.1 — BR in all game modes has been changed from 9.3 to 9.7 “Air-to-air” missiles — A bug where, in rare cases, the missile’s deflection/incline level might have an erroneous affect on the accuracy of the missile’s guidance has been fixed. The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated. Leave feed(the hamsters)back here!
  35. 12 points
    Install a custom hangar of your liking.
  36. 12 points
    I'm wondering if I'm the only one who is finding the new hanger controls a complete spiral of frustration.... I really would like the old hanger control interface back plz. xD (Edit: Oh my God, anything that involves selection or a menu has this awful control. What a trainwreck. xD )
  37. 12 points
    In the entire game environment, M1A2 has not received any new ammunition, WTF is going on I seriously doubt whether M1A2 is being bullied. M829 now just rubbish,WHERE IS DU effect (Depleted uranium is very dense; at 19,050 kg/m³, it is 1.67 times as dense as lead, only slightly less dense than tungsten and gold, and 84% as dense as osmium or iridium, which are the densest known substances under standard (i.e., Earth-surface) pressures. Consequently, a DU projectile of given mass has a smaller diameter than an equivalent lead projectile, with less aerodynamic drag and deeper penetration because of a higher pressure at point of impact. DU projectile ordnance is often inherently incendiary because uranium is flammable.) When you are using tanks from the late 90s, the improved parts of the late 90s belonging to the M1A2 have not yet come out. If this is not bullying then what is bullying And from the reload problem is still not solved The strongest tank M1A2 completely turned into rubbish
  38. 12 points
    So lets not kid ourselves here, no one will partake in this simply to get the silver lions or boosters - that's simply fluff, filler content to give you a sense of progress as you grind your way to the notable awards. The notable awards being vehicles, camos, profile pictures and decals. So there you are, putting in the hours of grind and work like everyone else, you reach top rank of the season - but you only earn ~25% of the notable rewards as a freemium player. The rest of your earned rewards are gated off behind a paywall. So in all honesty, this looks like a drawn out grind event where you have to pay to get what you've earned.. Imagine partaking in a triathlon and when you reach the end the event manager is like: Congratulations on finishing the event! Here is the base stand to your reward, if you want the rest of it pay us $20! And you are like: Wait what, I just made it through all of that and all I get is this stand? And the manager: That's not true, you got free water and refreshments on the way here didn't you?
  39. 11 points
    I havent checked any ''thunderskill stats'' but lately from my own personal experience , Germany at that Brs is really struggling. Constant +1.0 BR uptiers puts you on a disadvantage from the get go, the new volumetric armor penetration system makes Russian and British tanks very hard to penetrate when they shouldnt be , and lack of axis CAS isnt helping either (except the A1/U1 and the occasional Arado no other serious alternatives exist) when at the same time Allied teams have mini B29s flying 2 mins in the fighting. 6.7 lineup for new players is kinda empty without the PII and KT105 and many leave after 1 death. Whereas the US players can easily throw 4 -5 capable tanks into the fighting, even in a full uptier ! 7.7 lineup except Maus, Leo1 and maybe BMP1 is really poor/low value and impossible to compete against the hordes of t55s when uptiered. All these factors probably contribute to axis teams collapsing or lose half their combat strenght withing a minute or 2 , with games turning into a last stand mode. Many times i find myself carrying the team until the eventual overrun. So i would like to know your experiences too, as well as propose some changes: Modify and rename the Panther II and KT10.5 to E50 and E75 respectively and add them to the tree. This way germany can have some good options in 6.7-7.0 and more back ups when uptiered. Undo the nerf in Ho229 so its viable again. A new leopard variant in 7.7 to help the lineups Change the MM in 7.7 to NATO vs USSR. T54s+Centurions+M60s+M103s vs leo1 is not fair neither balance or realistic. Uptier the T55AM1...
  40. 11 points
    Warum man in AB Hackt ? Ganz einfach, in AB fällt es viel weniger auf. Schlechte Spieler werden immer sagen das Hacken in AB nutzlos oder unnötig ist. Es kommt immer die Begründung das ja immer alle markiert sind, das man Zielhilfen hat usw... Die glauben so fest daran das sie absolut nichts in frage stellen. Die nehmen es einfach hin wen man durch 2 smokescreens und 1 hügel einen perfekten schuss in den turmdrehkranz bekommt obwohl man sogar schon in der killcam sieht das die granate unter der map war.... Spieler die zu den Besten in War thunder gehören, so wie ich, wissen jedoch was möglich ist und was nicht. Ich weiß wie man Hacker erkennt.... Ich erkenne oftmals sofort ob ein Kill oder ein Hit legit war oder nicht.... da brauch ich nicht mal die Killcam anschauen oder gar das Server replay.... Ist einfach so... 1000ende spielstunden mit einen extrem hohen skill level.... bin ja nicht aus Spaß outstanding..... Für einige ist die aussage vielleicht etwas... verstörend... Man sollte jedoch wissen auf 10,7 gibt es nicht gerade viele Spieler, zu gewissen uhrzeiten hat man sogar immer und immer wieder die gleichen im match... Es ist ja nicht so das man pro Match immer neue Spieler sieht und davon jetzt 3 oder 5 am Hacken sind.... es sind einfach immer wieder die gleichen Hacker die man da ins match bekommt und dadurch kommt eben so eine zahl zustande.... Wen man 6.3 fährt... hat man vielleicht mal alle paar Matches einen Hacker in der runde....
  41. 11 points
    2.1.0.56 → 2.1.0.57 changes: New workshop line – 'New Power'. (The New Power trophy will be available to exchange on consoles, like the older ones.) The following vehicles received wing bending and vibrations – B-17 (all), B-29, F.222.2, Fw 200C-1, G4M1, G5N1, He 111 (all), He 177A-5, Ki-67 (all), Ki-84 (all), Ki-109, Me 264, N.C.223.3, Pe-8, S.M.79 (all), Stirling (all), Tu-2 (all), Tu-4. The following vehicles had their gear spring coefficients lowered – B-17 (all), B-57 (all), BR.20 DR, Brigand B. 1, Canberra (all), Do 217 (all), F.222.2, Fw 200C-1, G4M1, G5N1, He 111 (all), He 177A-5, J2M (all), Ju 52, Ju 88 (all), Ki-67 (all), Ki-109, Ki-200, Me 163 (all), Me 264, N.C.223.3, P-61 (all), PBY-5A, Pe-8, S.M.79 (all), Stirling (all), Tu-2 (all), Yer-2 (M-105) (MV-3), Yer-2 (M-105) (TAT-BT), Yer-2 (M-105R) (LU-MV-2B), Yer-2 (M-105R), I.A.R.316 B, SA 316B. Fw 200C-1, J2M (all) – frontal gear spring height increased. MiG-21bis – empty weight: 6080 kg → 6030 kg MiG-21 (all) – gear destruction speed (IAS): 500 km/h → 700 km/h. Jaguar A – 16x rocket loadouts: one of the pods now has additional drag, but the TBA rockets themselves will have less drag. The following vehicles no longer get hullbroken in their hull or turret when shot with KE (but still do from CE and explosions) – CM-25, M113A1 (TOW) (all), PTZ-89, ZBD-86, PGZ-80 [aka WZ305], ZSD-63 (PG-87), AMX 10RC, AMX 13 (all), AMX 13 DCA, AMX 30R, Bg.Pz. 57, Flak.Pz. Gepard, Fla.Rak.Pz. 1, Fla.Rak.Rad., Radkampfwagen 90, Ru 251, Fiat 6616 [aka AUBL/74] (all), Centauro (all), R3 T106 FA, SIDAM 25 (all), OTOMATIC, Type 16, Type 60 (Type 64), Type 60 (C), Type 89, Type 93, CV 90105 TML, CV 90120, Lvkv 9040C, Lvrbv 701, Pvrbv 551 (all), Strf 9040C, Strf 9040 (Rb 56), Chieftain Marksman, Falcon, Striker, FV 4005, Swingfire, Warrior, Rooikat (all), Stormer HVM, M2 (ADATS), HSTV (L), M1128 MGS, M163, M247, M3 Bradley, M50 Ontos, M551, M901, 9P149M, 9P157-2, BMP-1P (all), BMP-2 (all), BMP-3, Object 120, Object 685, Object 906, SU-100P, 2S6M, ZSU-23-4, ZSU-57-2. The following vehicles no longer get hullbroken in their hull when shot with KE, but still do in their turret (and still do from CE and explosions) – TAM, TAM 2C, Type 87, VFM5. IPM1: right turret front composite – CE modifier: 0.625 → 1.72, KE modifier: 0.26 → 0.65 left turret front composite – CE modifier: 0.625 → 1.72, KE modifier: 0.26 → 0.66 turret side composite – CE modifier: 0.75 → 1.3 turret aft side composite – CE modifier: 0.78 → 1.1, KE modifier: 0.08 → 0.1 outer layer of the turret composite is now variable thickness Raw changes: https://github.com/gszabi99/War-Thunder-Datamine/compare/2.1.0.56..2.1.0.57 Current dev version – 2.1.0.57 Current live version – 2.1.0.55
  42. 11 points
    Welcome to preliminary update notes for War Thunder "New Power" Update. Please note all specifications and dev server details are subject to change and NOT FINAL . Important info on changes from 1st Dev Server opening DLSS is now enabled. Electro-optic countermeasures introduced for ground vehicles. The Shtora system for the T-90A and Eirel systems for the AMX-30 B2 Brenus have been enabled. These countermeasures are effective against ATGM with optical feedback to the guidance unit (TOW, HOT, Falanga, Konkurs, Milan, Shturm/Ataka with radio control guidance) Visualization of overloads and stall effects on the wings. Wings bend in overloads, and tremble in stalls. New marker for capture points New air-to-surface missiles H-23M for Yak-38/Yak-38M with radar beam riding guidance, similar to FireFlash missiles. You have to keep your target locked in the sight until the missile strikes. New effect for 7.5-30mm MG and autocannon shots for ground vehicles. A new effect for aerobatic smoke has been added. The effect of steam for steam catapults on aircraft carriers has been added. Hover mode and hover control for aircraft with vertical take-off and landing abilities has been added. Tank missions on the Normandy Location have been temporarily removed from the rotation and selection. New additions in changelog are marked BLUE Known Bugs: New vehicles in the "New Power" update may have inaccuracies in characteristics, armour and weaponry settings. The armour model for new ground vehicles in update "New Power" is “work in progress” on adjustment and improvement. Some new aircraft lack cockpits. Some ground vehicles lack a visible crew. Wing roots will not be displayed correctly on some aircraft. Missing icons for some equipment. There may be a lack of localization for some equipment. No sound played in some events. Yak-38M currently missing UPK-23-250 pods in the model F.C.20 Bis - armour has incorrect matrials and thickness in the protection analysis menu. T-72B3 - tracks have incorrect visuals. Visual effects for rocket/missile engines may remain on a target after a hit. Texture of the Shtora IR-emitters has minor visual errors. Shadows from buildings in the “City” location might be incorrect on a graphic setting lower than ‘Movie’. Stall effect on the wing might have an incorrect visualisation close to the aircraft model. Incorrect water splash effects may appear when taking off from a carrier New vehicles Aircraft USA AV-8A Harrier (Premium) AV-8C Harrier Germany Bf 110 G-4 P-47D-16 RE USSR MiG-21 bis Yak-38 (Premium) Yak-38M Great Britain Harrier GR.1 (Premium) Harrier GR.3 Japan F-1 China Q-5A/B Italy F.C.20 Bis France P-47D-22 RE Sweden SK60B Ground vehicles USA M1128 Germany Leopard 1A5 FlaRakRad Leopard 2A6 USSR T-72AВ (TURMS-T) T-90А Great Britain VFM5 Japan Type 74 F China PTZ89 Italy Leopard 1A5 Celere Sahariano France Lorraine 37L Leclerc S2 Sweden Strv 122B PLSS Helicopters USSR Ka-50 (updated cockpit) Naval Fleet USA USS North Dakota (BB-29) USS New Orleans (CA-32) Clemson (DD-195) Porter (DD-356) Germany SMS Westfalen SMS Helgoland Type 1924 Iltis USSR Imperatritsa Mariya Poltava Kerch Zheleznyakov Great Britain HMS Dreadnought HMS Colossus Montgomery (G95) Japan IJN Ikoma IJN Settsu IJN Satsuki (pemium) Italy Aquilone New locations and missions New hangar. Aircraft location “City”. Aircraft AB mission in the location “City”: “Ground Strike: City”. Location and mission updates Changes in ‘test flight’ missions: New test flight mission for carrier-based jets for USA, Britain and USSR. Models for aircraft carriers in test flight missions for the modern US and British jet aircraft have been changed. New test flight for the Ka-29. New targets in the test missions for ships with large tonnage. The size of the following naval location has been increased to 128 km (added more sea area along the edges of the location): Honolulu - The island previously was located within range of the location borders and couldn’t be bypassed - now it is possible to bypass it. Saipan Peleliu - A large part of the islands were placed on the edge of the map and it wasn’t possible to bypass them or to locate mission objects on them. Changes in aircraft AB missions (3rd and final reworking stage): "Ground Strike" Iron Range "Ground Strike" Fjords "Ground Strike" Irland "Ground Strike" Greece "Ground Strike" Moscow "Ground Strike" Coast of France "Ground Strike" Green Ridge "Ground Strike" Norway "Ground Strike" Poland "Ground Strike" Rice Terraces "Ground Strike" Top of the World "Ground Strike" Spain "Ground Strike" Guiana Highlands For part of these missions the airfields have been relocated to new places to keep them away from the mission centre and to reduce the impact of airfield air defense on the mission. List of changes: The automatic feature in the destruction of AI vehicles has been disabled. New AI vehicles will appear - ground attackers that spawn for every team and destroy AI ground vehicles. Also in these missions the number of ground vehicles has been increased and both heavy vehicles (dots and tanks) and light vehicles (artillery, anti-aircraft guns and trucks) will be counted as victory points. Previously, destruction of light vehicles didn’t affect victory points. Airfield models have been changed to a new 1700 metres long model. AI vehicle counters have been disabled. In fact, previously they duplicated the victory point lines, but might not depict the actual required number of vehicles for victory, for example when bombing zones were destroyed. Destruction of player-controlled aircraft now gives victory points. Number of AI anti-aircraft guns has been reduced. Troops have been redistributed to make the mission more “even” without being too crowded. Ground Vehicle model, damage model, characteristic and weaponry changes: The size of the vignette has been reduced for a self-propelled anti-aircraft gun sight and default sights for ground vehicles. 2S6 - 9М311-1М rocket has been added to the ammunition loadout. Maus, E100 - 12.8/8.8 Pzgr.-TS shell has been added to the ammunition loadout. ARL44 - Values on the armour thickness for the hull and turret have been specified. Source: Notice technique du char de transition ARL-44 France 1944 FlaRakPz.1, AMX-30 Roland - Guidance speeds have been changed: from 45 to 85 degrees per minute in horizontal guidance and from 25 to 40 degrees per minute in vertical guidance. Reloading time has been changed from 10 to 5 seconds. Source: Flugabwehrpanzer, Geschichte und heutiger Stand. The following ground vehicle shells have been converted to a more accurate fragmentation scheme: High-explosive fragmentation - HE Cumulative - HEAT Armor-piercing high-explosive / plastic - HESH Aircraft and helicopter model, damage model, characteristic and weaponry changes: Yak-9 (all modifications), I-16 (all modifications), MiG-3 (all modifications), Yak-3 (all modifications), Mosquito (all modifications), LaGG-3 (all modifications), La-7 (all modifications), La-5 (all modifications), I-185 (all modifications), I-225 — The structural materials of the airframe and fin have been specified. Damage model when hitting from different ammunition types and shells has been improved. BF 109K - Wing construction materials have been clarified. He 162 (all modifications) - The structural materials of fin have been specified. Piston engines (all types and modifications) - Survivability characteristics when hit from ammunition of different types and calibres have been clarified and improved. Ka-50, Ka-52 - For the APU-6 pylon for the ATGM Vikhr has been implemented with a system of deviation downwards by 12 degrees. Ka-50 - Detailed cockpit has been added. MiG-21 SMT - Cockpit has been updated. For most aircraft missiles, a system of the empennage deployment where it was provided as standard has been implemented. The possibility of launching several missiles simultaneously have been implemented for ATGM with beam guidance. Position angles for launch possibility and maneuverable characteristics of the missiles in ATGM’s have been specified. The possibility of changing the number of used suspended weapons for single use has been added. The possibility to hide radar indications in the interface with a switched off radar and no active counter-detection system has been added for aircraft. R-60 - Weight of the explosive mass has been changed to 1.150 kg. R-60M - Weight of the explosive mass has been changed to 1.350 kg. FAB-50 - 1000 used on aircraft have been replaced by the SV version. New icons for the mine weapon modification and guided “air-to-surface” missiles have been added. A new effect for aerobatic smoke has been added. Naval fleet model, damage model, characteristic and weaponry changes: Naval weaponry: Distance and armour penetration for Italian 120mm shells have been corrected. IJN Chidori, IJN Mutsuki - 120mm HE shell with a bottom fuse has been added. Torpedo running depth. In RB mode, you may set torpedoes running depth before entering battle: 1m or 4m. In AB, torpedoes automatically select the optimum depth for hitting the target, if the sea floor permits Naval modifications and crew skills: Crew system has been reworked. Blue-water ships, from light cruisers, crew compartments redistributed to the internal spaces of a ship that is not occupied by other modules. Modules such as boiler rooms, transmission, ammunition storage, artillery turrets, multilevel elevators and torpedo tubes now have their own crew. If such a module is damaged or destroyed, the disabled crew is replenished from other compartments as the module is repaired. When a compartment is destroyed, its crew is irretrievably lost. The number of drainage pumps operational is now important. Damaging these pumps,the water is pumped out more slowly. The maximum penalty for pumping speed in case of disabling of all pumps is 25% of the maximum. Naval characteristics, physics and damage model: Coal bunkers are built with voluminous armour and provide additional protection in approximately the following proportion: 1m of coal = 27mm of structural steel. Bunkers have been added to the armour view where you can see their actual thickness at every point. Zara – Roll angle in a turn has been corrected. HMS Peacock – Roll angle in a turn has been corrected. HMS London (69) – Roll angle in a turn has been increased accordingly with other ships of this class. Naval Visual models and visual parts: HMS Peacock – The animation of casing ejection has been added for the main calibre turret. MS-53 – Rails have been added to the stern turret. Interface: Indicator of AI firing mode (by default button “E”), has been moved to the action panel. Economy and research The research tree for the fleet has been divided into two separate vertical trees: Coastal Fleet(small) and Blue-water Fleet(large). The research of the Blue-water fleet begins with backup destroyers that are now available to all players when beginning naval gameplay. Learn more about it on our web page. Pz.III E - Has been moved to the “reserves” category and added to the group with Pz.III B. Cutomization Decals for identification marks have been added. Jaguar GR.1, Jaguar A - Additional camouflages that are available for completing tasks and purchasing for Golden Eagles have been added. Interface The visual style of the interface has been updated. Interface background has become more transparent. Background blur has been added. Interface navigation using a gamepad and keyboard has been improved. D-Pad on the gamepad and keyboard arrows move the mouse cursor over the interface elements. Game mechanics In ground battles, destroyed player’s vehicles now remain on the battlefield until the end of the mission. In this case any player can hook a tow cable to any destroyed vehicle and tow it to another location to free up a route or passage or to use it as cover. The nickname of a player that gives the target designation has been added and is placed now above the target designation marker for squads of 3 or more players. Smoke indication on capture points has been disabled in ground and naval missions. Capture point markers have been moved from the world (game space) to the HUD in ground and naval missions. The distance to the capture point border in the view area has been added. For ground and naval missions, the number of grid cells have been standardized. In missions where the width of the battle zone is less than 5,000 m the number of full cells is equal to 7 and with a width of 5,000 m or above - 10 The display of the grid cell size on the mini map has been added to ground and naval missions. “Reference” vehicle modification in test drive will now use all modifications (except mutually exclusive ones) and not just those affecting vehicle characteristics. Graphical changes The graphical Dagor game engine has been updated to version 6.0. Update of atmospheric and weather conditions, clouds, fog and light processing. Read more in our devblog. New visual effects for aircraft: reworked gunshot flashes, jet engine effects, effects of aircraft shells and bomb hits, fire effects and destruction of aircraft. Read more in our devblog. The traces of shell hits on ground vehicles have been reworked and improved. On already destroyed and burning ground vehicles, an internal fire can now be seen through gaps. The shape of the penetration now depends on the angle of impact. Armour-piercing shells stuck in the tank’s armour when not pierced completely have been added. New firing effects for ground vehicle machine guns and automatic cannons for calibres between 7.5 and 30mm. For nVidia GPUs of the RTX2000 and RTX3000 series support for DLSS has been added. Sound New authentic sound design for the Swedish vehicles such as the strf90 (cv90120, lvkv90, cv90105), ikf91 (ikv91_105), ikv103 (ikv72) has been added. New sound design for engines assigned to a number of wheeled vehicles with similar engine configuration such as the Type 16, R3 T20, Fiat 6614, Fiat 6616, Aubl 74, R3 T106 FA, Centauro ROMOR, Centauro, Centauro MGS has been created. The Leclerc and Leopard 2A5 have received new improved engine sounds. Engines on allied/enemy ground vehicles now sound as diverse as the player vehicle (not implemented for win32 due to technical limitations of the platform). This means that enemy/allied vehicles now have the same preset of authentic engine sounds as the player’s vehicle. The mechanism of the sounding of close overflights has been reworked and operates with more stability. The F-104 (and its modifications) have received new sounds for the turbine and are more accurately reflected in the sound of the engine operating phase. Sounds of firing and explosions on ground vehicles now change more naturally as the distance to them changes. Firing sounds for ground vehicles and ship cannons have been reworked to be a more natural balance of frequencies and audibility in all elements of the shots. The mechanism of the sound of breaking waves against a boat or ship’s bow has been created. The nature of the sound depends on the size of the vessel, its speed and the wave state of the sea. New sound design for waves on the sea depending on the wind force has been created.
  43. 11 points
    Cut it in half and then we'll talk. Taking into account we buy premium, we buy premium vehicles and we spend GE on overly expensive essential modifications (APFSDS...), adding something else to that list is unacceptable unless it is good value. The way things stand I think BP is in its core just a monetised event. Something that we've been having for free for years, now with a hefty price tag. It's not acceptable. BP must add something of value for a good price. What Gaijin fails to see here is that they are not like the games that usually have BP. Those games usually don't have (many) other paywalls. Certainly not as many as War Thunder has. We all know full well that these vehicles are event vehicles that would normally be available to grind for free, but now are locked behind a paywall (while still having to grind to make sure your money isn't wasted!). BP should be something different, something extra. Something like unlockable camouflages in a BP level system for 5 euros. Not a second-rate event with a paywall. Can we ignore BP? Yes. But there will be content that usually is free for all to grind, now locked away from those that are not willing to opt into Gaijin's money trap. This is an overt attempt to get players to pay more for events than they do when they have a choice as in normal events. This would be fine if BP is the main way to support Gaijin, but it isn't. We are expected to do this ON TOP OF premium, on top of premium vehicles, on top of GE to purchase mods that make our vehicles even remotely playable... THAT is the problem, and that is also where War Thunder fundamentally differs from most other games with BP. The only acceptable BP in War Thunder is a cheap BP.
  44. 10 points
    (Arcade) Negatives: Das match war sogar noch relativ hell... aber teilweise ist es wirklich komplett schwarz.... Nachtsicht geht nicht, macht echt spaß wen man die ganze zeit an steinen etc. hängen bleibt.. Das Nachtsichtgerät sollte man immer aktivieren können. Gaijin und ihre Kartenänderungen.... Leider sind es überwiegend negative Änderungen, die zu Spielbehinderungen führen oder für Unfaire vorteile für eines der Teams sorgen... Nochmal Sinai -.- Einen fetten stein in einen der Zufahrtswege zu C gesetz, eine neue Engstelle bei der sich der Push auf C verlangsamen kann oder sich Teammates wegrammen... auf der andren Seite ist der weg übrigens frei.... Auf der großen version haben sie übrigens Büsche auf Sanddünen gesetzt, man kann auf der Flanke absolut gar nix mehr sehen.... Ein großes Problem ist das die Entwickler ihr eigenes spiel nicht spielen.... Wen man sich mal die Stats von denen anschaut haben die teilweise nicht mehr als ein paar hundert matches... da kann einfach nur Schrott raus kommen wen die meinen zum 20 mal eine karte ändern zu müssen.... Die neuen markierungen für die Cappunkte sind Schlecht... Dürfte vor allem im Low-Tier unübersichtlich sein. Das mit der Atombome in AB GF ist unvorteilhaft.... mit einigen Abschüssen ist der Bomber dauerhaft verfügbar, während Flieger und Attacker gesperrt sind.... Bomben in AB GF haben keine Markierung mehr und der soundeffekt wurde entfernt. Ist das so gewollt oder is da auch wieder was kaputt ?? Neuer Bug und immer noch nicht gefixt: Nach einer Luftschlacht in AB GF kann es vorkommen das das Spiel Tastatureingaben nicht mehr erkennt... Matchstatistik, Munition, Arty, Feuerlöscher, Flugzeuge, Seil, und Nebelgranaten funktionieren dann nicht mehr. Leider hat es Gaijin auch diesen Patch nicht geschafft mehr Fahrzeugdecks einzubauen.... Gaijin ist wohl nach wie vor der Meinung 10-14 Decks reichen für BR 1.0-10.7 und Tausende Panzer, Flieger und Boote BRs... Man hätte BR 11.0 einführen sollen.. Spieler auf BR 9.3 und 9.7 haben als Low tier Probleme... Die MBTs auf 10.3 sollten auf 10.7 Der T72B3 ist nach wie vor der schlechteste Tier 7 MBT.... man hätte ihn so wie er ist auf BR 10.0 Setzen sollen! Auf 10.7 ist er nur sinnvoll wen er die 3BM42M bekommt. Der T72 1989 sollte auf 9.7 Runter MBT 70 und XM1 sind immer noch auf 9.3! Absolutes futter auf dem BR selbst als top tier.. Thermaloptik ist kein Grund für ein höheres BR, zumindest in AB! Naja und sonst gibts auch noch hunderte fahrzeuge die das falsche BR haben.... hat sich nicht viel getan... 1. Hochrechnung zu der Hackersituation auf 10,7 Positives: Die neuen Granaten auf dem Challager 2 und M1A2 sind super... jetzt sind die panzer mal spielbar.
  45. 10 points
    You think that's bad? Watch this: G.91YS -Agile -Good acceleration -Slower than both -2xAIM-9B -Costs more than the two combined -10.0
  46. 10 points
    Das negative in dem update überwiegt mal wieder das positive..... Ich hab ein paar tage pause gemacht da es mir so aufm sack ging. Also dachte ich heute könnte es besser laufen.... dachte ich Sinai, eine karte die gut ist ...war.... Erstmal dem flachen stein durch einen hohen stein ausgetauscht, dann eine Lücke gelassen das pushende panzer die von links kommen einen easy wegschießen können, diese kann man übrigens nicht aufdecken weil.... die spotingmechhanik so ist wie sie ist... Dann jeweils rechts an jeden stein einen dichten busch gestellt KLASSE ODER !=?!?!? Da muss man jetzt erstmal die kante des Steins finden um auf gegner die da drüben sind zu wirken.... Der gegner wiederum hat nun einen deutlichen vorteil... er kann den stein sehen und meinen panzer.... während ich erstmal den punkt finden muss ab wann ich wirklich rüber schießen kann, kann er mir einfach in die wanne schießen GJ!!!!! SO ABER ES KOMMT NOCH SCHLIMMER !!! ich hab mir gedacht, dann fahr ich hinten rum Also umgedreht und dann sehe ich sowas....... WOW !!! GJ ! EINFACH RANDOM STEINE HINGESTELLT!!! aber Hauptsache Lücken drin gelassen bei denen man gerade so mit nem Fahrrad durch kommt ! WAS VERSUCHT GAIJIN DAMIT !?!?! MIT DIESER ÄNDERUNG HAT KEINES DER TEAMS EINEN VORTEIL ! ES IST EINFACH NUR SPIELBEHINDERND !!!! Jetzt ist der punkt c eingeengt... alle müssen im WoT style stumpf aufeinander fahren ! WAHNSINN !! DAS IST WAR THUNDER 2.0 ! DIE HABEN SICH NOCH NICHTMAL DIE MÜHE GEMACHT IHRE VERSCHANDELUNG IN DER KARTE EINZUZEICHNEN ! Und das ist nichtmal die einzige karte/position... ohne Kommentar wurden wieder massenhaft verschlechtert.... Was ist eigentlich mit dem Licht und Schatten ? Die Farben, Sonnenstrahlen und Lichtquellen haben sie einigermaßen gut hinbekommen, aber wo ist der schatten ? Wen die leuchtkugeln kommen gibts keinen schatten... weder von starren Objekten noch vom Panzer. Was hat sich Gaijin eigentlich bei den neuen dunkelkarten gedacht..... weil am horizont noch etwas sonnenlicht erkennbar ist zählt es also als tag..... ich stehe mit meinem panzer auf einer komplett schwarzen karte und kann das Nachtsichtgerät nicht einschalten! KLASSE !!!!! Ein absolutes Highlight der War thunder 2,0 erfahrung ist außerdem das verschwinden ALLER Gespiegelten Aufkleber.... alle Fahrzeuge sind nur noch einseitig beklebt! GJ GAIJIN !!! DANKE ! Außerdem ist die Qualität der Server mal wieder schlechter geworden, ka ob das nur vorübergehend ist oder ob die mit den update mal wieder was kaputt gemacht haben... Massenhaft unsichtbare Panzer, Fehlerhafte Schalenmodelle etc... Thema Hacker.... ABSOLUT NICHTS GEMACHT! 10.7 ist immer noch voller hacker ! Am patchday hat man übrigens sämtliche Hacker beobachten können wie sie komplett versagen, da ihre Tools nicht auf war thunder 2.0 upgedatet waren mussten die "FAIR" spielen.... 10.7... warum sind die Neuen Panzer auf 10.7 und nicht 11.0 ? Wie hart sollen die 9.7 Fahrer noch ......... werden ? Naja....Balancing das versteht gaijin ja nicht..... Postives: Neuer schöner hangar Neue schöne Wolken Atombomben Kaputte panzer verschwinden nicht mehr
  47. 10 points
    dont forget L27 and M829A1 then
  48. 10 points
    https://warthunder.com/en/game/changelog/current/1171
  49. 10 points
    Don't evade, you're a liar Why are you ignoring evidence that you've been manipulating data? It's not about the topic, it's about your credibility.
  50. 10 points
    Problem is that there's a serious overlap in all of the generations, so some nations still need (well, 'need'...) to receive some first or second-gen fighters while others are at the verge of receiving fourth-gen ones. As I got it, the following are candidates (for the fourth gen I only consider aircraft that entered service up to the first half of the 1980s): USA: - First gen: F-84F Thunderstreak; F-86D Sabre Dog; F-89J Scorpion; F-94C Starfire, F4D Skyray, F7U Cutlass - Second gen: F-101 Voodoo; F-102 Delta Dagger; F-105 Thunderchief; F-106 Delta Dart; F-5A Freedom Fighter; F-8 Crusader - Third gen: F-111 Aardvark; F-4J/N/S Phantom; F-5E Tiger II; XF8U-3 Crusader III (which I only see appear as an event vehicle) - Fourth gen early: F-14A Tomcat; F-15A Eagle; F-16A Fighting Falcon; F/A-18A Hornet. USSR: - First gen: Yak-25 - Second gen: Sukhoi Su-9 - Third gen: Sukhoi Su-15; MiG-23; MiG-25; MiG-27 - Fourth gen early: MiG-29A; MiG-31; Sukhoi Su-27 Germany: - First gen: F-84F Thunderstreak. Perhaps at a stretch an armed T-33A Shooting Star. - Second gen: - nothing comes to mind, except perhaps Willy Messerschmitt's Helwan HA-300? - Third gen: F-4F; MiG-21bis; MiG-23; MiG-27 - Fourth gen early: Panavia Tornado; MiG-29. (F-4F ICE might be too advanced due to its AMRAAMs) UK: - First gen: De Havilland Sea Vixen. Perhaps Gloster Meteor night fighter variants, or a Firestreak-armed Sea Venom FAW.22. - Second gen: - nothing particular comes to mind. Folland Gnat perhaps, but the RAF never operated armed variants. - Third gen: - mostly covers projects cancelled under the Defence White Paper of 1957. Hawker P.1121 and P.1154 come to mind, but they were never built. - Fourth gen early: Panavia Tornado France: - First gen: Dassault Mystère IVA (dammit!); F-84F Thunderstreak. Perhaps aircraft such as the SNCASE Mistral and the Aquilon as well. - Second gen: Dassault Mirage IIIE and Mirage 5; F-8E/FN Crusader - Third gen: Dassault Mirage F1. Perhaps some of the Mirage III/5 derivatives such as the Kfir and Atlas Cheetah at a stretch (as premium/event vehicles?). - Fourth gen early: Dassault Super Etendard & Mirage 2000 Italy: - First gen: F-84F Thunderstreak; perhaps an armed T-33A Shooting Star; or a Venom FB.50 (evaluated by Italy but rejected for service) - Second gen: Lockheed F-104G perhaps? - Third gen: well covered. - Fourth gen: Panavia Tornado. China: - First gen: F-86D Sabre Dog - Second gen: (PRC) J-7M/F-7M; (ROCAF) F-5A Freedom Fighter - Third gen: (PRC) J-8; (ROCAF) F-5E Tiger II - Fourth gen early: (ROCAF) F-16A, Mirage 2000? Japan: - First gen: F-86D Sabre Dog; perhaps an armed T-33A Shooting Star; or DH Vampire T55 jet trainer (one purchased and evaluated by Japan but rejected for service). - Second gen: well covered - Third gen: well covered - Fourth gen early: F-4EJ Kai? Sweden: - First gen: De Havilland J33 Venom (Venom NF.51); Hawker J34 Hunter (Hunter F.50) - Second gen: Saab Draken J35A? J35F? J35J? - Third gen: Saab J37/JA37/AJ37 Viggen (Yes, I deliberately omitted attackers and light bombers, otherwise the list would have been endless...)