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  1. Friends, now the new year holidays are over the “War Thunder Winter Holiday” event is coming to an end, participating in this event brought, amongst other awards, the possibility of gaining a unique Chinese Type 62 tank. We would like to talk about this vehicle today. The Type 62 is presented in the game with its complete historical characteristics but is devoid of the 3BK2 HEATFS shell with an armour penetration of around 300mm. This choice was made deliberately to avoid the high Battle Rating for the vehicle so that playing this vehicle would feel more comfortable. As you know, we have always taken into consideration a vehicle's armament and this time is no exception. Some of our players feel it is necessary to add this shell to the vehicle’s ammunition roster. In this situation we are interested in the opinion of each player and therefore we are opening a survey, the results of which will show us your overall opinion on this matter. Please be careful to consider your choice. The adding of such a shell to the ammunition of the Type 62 will logically entail the raising of the Battle Rating, this particular shell must be researched and until this is achieved, the vehicle will experience greater difficulties in dealing with most of the opponents in battles around the higher rating than with the current BR. It is also recommended that you might like to familiarize yourself with the potential opponents that you could meet with the new BR of the vehicle (it will likely be around 6.7 in Realistic Battles). After considering all of these factors you need to make your choice carefully. Click here to participate in survey! We will take into account the results of the survey in this decision, but the final word will be with the development team. The War Thunder Team.
    87 Points
  2. _____________________________________________________________________________________________________________________________________ Dear Pilots and Tankers! We are pleased to present a bumper New Year edition of the most recent round of Questions and Answers from our Development team gathered from our community pages and social media. As always, you can read all past answers in our Dev Questions & Answers Compilation in the Development Specific section of Questions to the Team. _____________________________________________________________________________________________________________________________________ Please remember, that everything the development team answers may change for various reasons. We hope this is helpful to you and we will continue to improve this type of focus as we progress. _____________________________________________________________________________________________________________________________________ Q. In the future, will there be new top piston engined heavy bombers for Germany, Britain and Japan? The United States and the Soviet Union only recently received a B-29 and Tu-4 and I would like the rest of the nations to receive anything comparable, if not with the B-29, then at least the B-24. Despite the fact that the Germans did not use strategic heavy bombers, there are quite a few attractive 4 engined prototypes. Plus there is the serial produced He-177. The British could have the Avro Lincoln and Shackleton with cannon defensive weaponry, plus Washington B Mk I (B-29, operated by the British). The Japanese did not have many strategic bombers, but perhaps new models of the G8N1 or G8N2 with more powerful engines are possible.. A.Yes, we are working on new heavy piston engine bombers, including for Britain and Germany. Some of which are machines mentioned above. We indeed have plans for the Lincoln. Q. Regarding Tank Simulator Battles, have you considered the possibility of compulsory full tank controls for all users in the mode(similar to Aircraft Simulator Battles)? A. We do not believe it is so important for gameplay in Ground Forces SB. Unlike aircraft, in a tank there is always a minimum of at least 3 crew members actively controlling different parts of the machine. So there has to be some compromise and simplifications simply to make the mode playable for Tanks. Over-complicating them to the point where a single player cannot control his vehicle is not what we intend to do. Q. Question concerning unlockable modules. It is no secret that the vast majority of players would like the repair kit and FPE to be immediately available to tanks. This is logical and will benefit gameplay. The repair time could be 3 times longer for those without the module, however the complete absence of any repair ability outside of a cap zone makes some tanks very frustrating. This is especially noticeable at the 5th rank. A. As for the stock repair kit, no we do not have any plans for this.. The presence or absence of a repair kit is an unknown factor to the enemy. It adds both a variety of game situations and intrigue on both parties as you cannot 100% know about every opponent, whether they can repair, or not. Even if you could repair 3 times longer, is not much help when you consider how long that will take to repair in battle. In general, the repair kit is now fits quite well into the logic of fair free to play game (no purchase benefits, but the time to achieve the goal results in a more comfortable experience), and also creates a significant psychological effect in battles. Q. What plans are there for Soviet attack aircraft? A Currently there are plans for Sukhoi machines, one of which was added to the game quite recently. Q. One of the most popular suggestions and one of the most requested vehicles; When can we expect the IS-7? What about the other members of this series, such as the IS-5 and IS-6, because they were built too! A.We are currently not planning to introduce the IS-7 as a researchable vehicle, the tank is possible as a promotion/event. What kind of event or promotion however is still in discussion. Q. Why does the Japanese ground forces tree also have US machines within the available vehicles? A. Some positions are indeed represented by American tanks that were indeed apart of the Japanese Self-Defence Forces. But there is currently a sizable amount of indigenously designed machines for Japan. Q. The advantage of the T-62 was two-plane stabilization equipment that provides effective fire immediately whilst shooting on the move as well as the M60A1 that had Add-On Stabilization - (AOS) installation for the stabilizer which began in 1971. Why is there is no opportunity to shoot accurately on the move in game? A. You have to understand that there were limitations of early stabilizers. The T-62 not allowed to fire at the maximum speed of the tank. The T-62 stabilizer ensures accurate fire if the tank did not exceed 25 km / h. A quote from the "Domestic armored vehicles" The stabilizer of the M60A1 was generally intended for shooting with short stops, ie, to quickly restore the line pickup. The stabilizer for the Chieftain generally disconnected at a speed higher than 5 miles per hour. The game simulates the operation of the stabilizer at high speed with vertical guidance (using gyroscopes to retain a selected line of sight is already possible for mouse weapons). In addition, in arcade mode, we actually added ASC (automatic target tracking), which by pressing and holding the button itself brings the weapons to aim the selected target. The player need only select the time of the shooting however you need to adjust the pre-emption if the target is moving. However, we understand that this implementation is not entirely accurate and does not account for some of the limitations imposed by the stabilizer. So for example, the T-62 stabilizer provides a vertical guidance speed in a stabilized line of 4 m / sec, which is much less than current in game. Therefore, it is possible that this algorithm will be altered in the direction of greater realism. Q. Are there plans to increase the number of crew for the Panzerwerfer 42 to 4 crew members as well as increase the ammunition for another 10 rounds? A.Source document - Geheime Kommandosache. Datenblätter für Heeres-Waffen, Fahrzeuge, Gerät. Dokumentation W127, installation calculation is 3 crew. We are aware of the ammunition capacity situation. Q. A lot of players are asking the same question - Will we see the T-64? A. We do not plan to add the T-64 separately and independently from the other nations. If we decide to add the T-64, it will be added along with other tanks similar to its performance for the other nations, which is pretty hard to do without going into tanks of the late 70 early 80's. We will however experiment with the additional armour protection kits. Q. Do you plan to expand the range of ammunition available for the IS-3 and IS-4 (the introduction of sabot ammunition or HEAT)? A. At the moment, we do not plan to introduce HEAT as it would result in a BR increase. Sabot however is possible according to statistics. Q. Do you plan to improve the control of tanks when inertia exceeds the maximum speed of the tank? Roughly dunes around 30" lead to tanks rolling away. The Panther can develop clearly the speed of 3-4 km \ h, even if it is in neutral roll. A. No such plans. We believe that little control over the tank when heavy initerta is involved remains in historical even with full control. Q. Do you have any plans to install the anti-aircraft machine gun on the PT-76? The machine is somewhat vulnerable to aircraft and a machine gun at least is some sort of protection. A. No, there are no such plans. As far as the design plans of the tank go it did not include the installation of an anti-aircraft machine gun. In the "Guide to the material part and the operation of the PT-76 and PT-76B tanks" no machine gun is specified and we have not seen any photographic evidence of a mounted machine gun. Q. Will there be an icon for the teammates who are transferring or replenishing crew members, similar to repair? A. Yes, it is possible. Q. The Germans have quite an acute problem with ground attack combined battles (in the form of suicidal bomber rushes or a plane with Mk-103s). Why not introduce historical options for rocket launchers to the Me-410 family (as an option for the 262 and Bf 109 already exists). Picture 1 Picture 2 Picture 3 A. We have plans to add more German rocket weaponry, first for Fw-190. It is possible that the 410 may also get these options, though, in reality, these rockets were used primarily to defeat bombers instead of ground targets. Q. Germans have no tanks around 7.3 BR. Do you have any plans to introduce German tanks or tanks of East and West Germany with 7.3 BR to help balance the Germans? A. Yes, it is possible that we will add the German M47 Patton in service with the Federal Republic of Germany. Q. Are there any plans to input more ground targets such as trains, stations, as well as separate equipment and structures on bases and airfields? A. In the next patch, there are no plans. Q. Do you plan to at some stage include helicopters? A. As player driven vehicles, not currently as it is a very specific kind of technology. As objects in a mission or a map, it is possible. Q. Will there be an added effect of explosions on enemy bases? It's a little boring to watch as the bomb explodes on the base of no effect of destruction is shown or anything like that. A. We think about this proposal. Q. If the Shilka radar does not work, why not alter the model to Afghan version without the radar antenna ? This would help to conceal the tank in various situations. A. We have plans to alter the model of the ZSU-23-4 so you can simply fold the antenna back, like the Gepard. We will consider this option, however it is a pity to give up the rotation animation as the Gepard looks quite attractive Q. Damage from 23mm guns seems rather low. Now to destroy a single-engine airplane it takes 20-50 high explosive 23mm shells. In reality, 3 high-explosive 23mm projectiles was comparable to one 37mm high explosive shell, which was enough to render most combat capable single-engine aircraft useless. Will you revise the damage for these shells? A. I have separately checked the 23mm on different fighters using the rear hemisphere of attack in several experiments on the Bf-109F and F6F5. 23mm shells downed the aircraft from 2 to 6 shells during testing. Q. What's the current progress on Destructible Environments development? A. Finalized in terms of performance, we are introducing the new maps where it it will be utilized. Q. With the introduction of Japan, virtually all nations have howitzer tanks in their main branches, except the Germans. They have the KV-2 and Brummbar as premiums. Are there any plans for more vehicles like this in the main branch, for example the StuG 33B chassis or Hetzer-Bison on Hetzer chassis? A. Yes, some are already in progress. Perhaps we have time to get them in 1.67. However we cannot say for sure. Q. Will there be any visible cartridge cases for ground forces? At least for the heavy machine guns, anti-aircraft guns and tank cannons (only for those which of course actually released their spent cartridges out), similar to the sprites for aircraft. I think it would be very atmospheric for the game if added! A. We agree with you and we do have machines that release spent shells like the T-62 and others that will make the game more interesting with such a system. But for ground forces, the current system that is present is not suited to match the same systems as aircraft and has its own characteristics. I can not promise that this will be 100%, but we are gradually expanding the possibilities of animation on tanks (launchers, rotating antenna/radar) and it is possible in the future.
    46 Points
  3. Dear War Thunder players, Currently we are looking for enthusiastic individuals who can provide us with assistance in anglification and translation of our texts as it leaves our Russian colleagues in Moscow so our audience may have a better understanding of any information we are trying to pass. The successful candidate will receive a fair cash reward for completed and accepted texts. In this role, you will communicate and liaise with our international Community Managers, as well as help with any documentation that needs to be translated or prepared. Your main tasks will be to: Interpret and/or translate between Russian and English in written form providing friendly and professional communication to our International English speaking players. Provide final texts for publication both in-game and on our websites. Provide general support in respect to feedback and suggestions for these texts. This role will suit an enthusiastic semi-professional or upwards with impeccable language skills in English, looking to involve themselves in a gaming project. Applicants must be prepared to fulfil requirements within short notice, the development of the project is a highly dynamic environment and timescales can be short. The successful applicant must have excellent communication and interpersonal skills, professional and client focused, and be a dedicated team player. You will agree to a written Non Disclosure Agreement (NDA) and the successful candidate must be over 21 years old. Accreditation as a translator will be well regarded, but is not essential. To apply or find out more information, please send your resume and covering letter to our mailbox “community at warthunder.com”
    42 Points
  4. Sonoda_Kotori

    Type 62

    Wanna see something big? P.S. I submitted the exact same thing in the Bug Report section and it's been rejected due to my data spam. I'll attempt to submit them one by one, starting from the most important issue with the most supporting evidence. My data are straight from the in-game screenshots. My sources are these three official Chinese documents: Domestic Artillery Handbook (国产火炮手册) published by the Chinese Department of Weapon Industry (Chinese: 中华人民共和国兵器工业部, existed from 1982.5 to 1986.11) in November 1982. Ammunition Illustrated(弹药图册)(1974 edition) published by the People's Liberation Army Department of Military Equipment (Chinese: 中国人民解放军总装备部), 1974. Type-62 Light Tank: Weapon Structure and Usage(六二式轻型坦克武器构造与使用), Chinese People 's Liberation Army Armored Force Command (Chinese: 中国人民解放军装甲兵司令部), May 1972. 1. Ammo Type. At the moment, the Type-62 has four types of ammo: BR-365A APHEBC, BR-367 APCBC, BR-367P APCR, and O-365K HE. According to the page 275 of the Domestic Artillery Handbook (国产火炮手册) published by the Chinese Department of Weapon Industry (中华人民共和国兵器工业部, existed from 1982.5 to 1986.11) in November 1982 and the PLA Dept. of Military Equipment's Ammunition Illustrated(弹药图册)(1974 edition)'s page 77, 79, 80, 81, 82, China DOES NOT have the BR-365A APHEBC shell. Here are the types of ammunition stated by these two official documents: 杀伤榴弹 HE 1956年式85毫米加农炮全装药杀伤榴弹 1956-Year-Type 85mm HE Shell, Full Filler Muzzle Velocity 793 m/s Projectile Mass 9.54 kg Used on: Type 56 85mm Tank Gun, Type 39 85mm AA gun (A copy of 85-мм зенитная пушка обр. 1939 г. (52-К) ), 85mm SP Gun, and 85mm Tank Gun. In-Game name suggestion (English/Chinese): Type 56 HE/56式榴弹 P.S. THIS IS NOT O-365K! Although they are the same caliber with the same cartridge and serve the same purpose, things like muzzle velocity and projectile mass are slightly different. 尖头曳光穿甲弹 AP-T 1956年式85毫米加农炮曳光尖头穿甲弹 1956-Year-Type 85mm AP (尖头 means "sharp-tipped", which means it's purely AP, without any type of ballistic caps.) Essentially a copy of BR-365K APHE, so probably replace the in-game 365A into the 365K. Used on: same as the above. In-Game name suggestion (English/Chinese): Type 56 Sharp-Tipped (category: APHE)/56式尖头穿甲弹 or simply BR-365K 曳光被帽穿甲弹 APCBC-T 1956年式85毫米加农炮曳光被帽穿甲弹 1956-Year-Type 85mm APCBC-T Although its name did not mention a Ballistic Cap, its diagram comes with one. This is a Chinese copy of BR-367, you guys got it correct! Used on: same as the above. In-Game name suggestion (English/Chinese): Type 56 Capped (category: APCBC)/56式被帽穿甲弹 曳光超速穿甲弹 HVAP-T 1956年式85毫米加农炮曳光超速穿甲弹 1956-Year-Type 85mm HVAP-T (APCR-T) A copy of the BR-367P, already in game. Used on: same as the above. In-Game name suggestion (English/Chinese): Type 56 High Velocity (category: APCR)/56式超速穿甲弹 气缸尾翼破甲弹 HEAT-FS 1956年式85毫米加农炮气缸微旋破甲弹 1956-Year-Type 85mm Cylindrical Micro-Rotating HEAT (Micro-Rotating is another way of saying Fin-Stabilized, since the fins' purpose is to stop the HEAT shell from auto-rotation and increase the concentration of the melted brass warhead. Also, you can see 尾翅 - "Tail Fin" on the diagram below.) Projectile Mass 7kg Muzzle Velocity 845 m/s Penetration 250-270mm at 30 degrees off the perpendicular axis (essentially the "60 degrees" data in game.) Therefore, its penetration when hitting a RHA plate at 90 degrees (0 degrees off) will be somewhere around 300 mm. Used on: Type 56 85mm Cannon , 85mm Tank Gun. In-Game name suggestion (English/Chinese): Type 56 Micro-Rotating (category: HEATFS)/56式气缸微旋破甲弹 ↓ See here for the documents for this section ↓ 2. X-Ray Model and Ammo Racks Ammo Racks Source: Type-62 Light Tank: Weapon Structure and Usage(六二式轻型坦克武器构造与使用), Chinese People 's Liberation Army Armored Force Command, May 1972 On Chapter 1: Fighting Compartment, "Three: Ammo's location within the tank", the manual said: 炮弹47发,其中穿甲弹28发,榴弹19发。 Total capacity 47 rounds, with 28 APs and 19 HEs (for normal combat loadout, which is ignored in game.) 其位置:战斗室前方炮弹架上29发, Their location: 29 rounds on frontal fighting compartment (in game: 20 rounds), 车体右侧装甲板炮弹架上5发, 5 rounds beside right hull armor plating (in game: 8 rounds), 一炮手座位左侧炮弹架上1发, One round to the left of the gunner's seat (in game: 2 rounds), 炮塔后仓炮弹架上5发, 5 rounds on rear turret ammo rack, Correct in-game model 车体右侧炮弹架上立放2发, 2 rounds placed vertically on right hull ammo rack (beside the previously mentioned 5 rounds which is beside the right hull armor plating), 炮塔右前侧炮弹架上1发,右侧炮弹架上2发, One round on right-forward turret ammo rack, 2 rounds on right turret ammo rack. 3 rounds in total with one in the front and two behind. (in game: 3 rounds on right-rear turret ammo rack), 战斗室前方炮弹架上1发, One round on forward fighting compartment ammo rack (in game: None), 车底后部炮弹架上1发。 One round on rear hull ammo rack (in game: 6 rounds). ↓ See here for the documents for this section ↓ Gun Breech Model "...The 1963 Year-Type Tank Cannon (A Copied T-34-85 Main Gun), later called the 62-85T Tank gun..." "...Due to the demands of the type 131 light tank and 211 amphibian tank's specs, the re-designed version with a bore evacuator was re-designated Type 63 85mm Tank Gun in 1964, with the production code 62-85TC." ——Domestic Artillery Handbook (国产火炮手册), the Chinese Department of Weapon Industry Page 271, November 1982. "Extreme Recoil Distance: 330 mm." ——Same book as above, Page 272. The 62-85TC gun in game got a correct name, but wrong 3D model. It should look closer to the T-34-85's gun breech instead of the T-54's. Comparison between in-game model and illustrations, also the source of the three quotes above: 3. Other In-Game Data This is the in-game data sheet for RB mode. First, the two machine guns are still called DShK and SGMT. These two guns, although are what they are (correct in-game models), received their Chinese Licence-copied name, as seen below from Type-62 Light Tank: Weapon Structure and Usage(六二式轻型坦克武器构造与使用)'s table of contents. It's just a simple localization error, can be fixed by an easy name change. (I tried to edit custom language/localizations before, it's not hard at all! ) Secondly, the total ammo load for the 12.7 AA MG is 500 rounds instead of 300, and the one for coaxial 7.62 is 2000 rounds not 3200. The source is page 2 of the Type-62 Light Tank: Weapon Structure and Usage, and the image can be found above when I was talking about the ammo racks. Third of all, Gun Depression. It's not always a depressing topic to talk about but I have to make this CLEAR. The gun depression from Type-62 Light Tank: Weapon Structure and Usage was -2.5 degrees with a depression limiting policy by screwing the adjustment nut on a threaded rod, which was meant to provide the loader a comfort angle of reloading (reload when depressed over -2.5 degrees is very hard since the gun breech was raised up to the turret roof). However, the depression stated above by the Domestic Artillery Handbook, P.272 was -5 degrees, which was the data without the limiting policy. In actual combat in Vietnam, the former found their tank gun hard to operate in difficult terrain due to the presence of the limiter gave them poor depression, so most of the tank crews unscrewed the nut to the end of the threaded rod which allowed slightly more gun depression up to -5 degrees. Type-62 Light Tank: Weapon Structure and Usage's Page 34, Chapter 2, Segment 6 "Elevating,Traversing Mechanism" said: "一、高低机 ... (二)一般构造 ...高低机蜗杆上有调整螺帽(在转轮与衬套之间),用以调整高低机的空回量。" "1. Elevating Mechanism ... (2)Normal Components ...There's an adjustment nut on the elevating mechanism's threaded rod, for adjusting the free travel value of the elevating mechanism." The illustration on the next page (P.35) showed a cutaway diagram and the grooved rod can be seen with the nut: By twisting the nut, the maximum depression can become -5 degrees. After the failure in Vietnam, the policy was no longer in effect. The gun sight's zoom and FOV is also important. P.78 of Type-62 Light Tank: Weapon Structure and Usage stated: "转把位于后方时,瞄准镜放大倍率为3.5倍,视界为18度。将转把扳到前方时,瞄准镜放大倍率为7倍,视界为9度。" "When the turning lever is at the rear position , the gun sight is at 3.5x magnification with 18 degrees of FOV. When the lever is turned forward, magnification is 7x with 9 degrees of FOV." Last of all, some other technical specifications from http://www.militaryfactory.com/armor/detail.asp?armor_id=172 and http://www.tanks-encyclopedia.com/coldwar/China/Type-62.php The ones that are different in game are listed below (These are the data for RB and SB, because AB is slightly buffed): Mass: 21 tonnes (in game: 20.5) Engine: NORINCO 12150L3 diesel engine, 430hp@1800RPM (in game: 430hp@2000RPM when spaded) Max. Speed: 60 km/h (70 in game) Turret Horizontal Traverse Speed: 10 deg/s with electric traversing motor, NOT the slow one from T-54, which is the one currently in game. Front Glacis Armor Thickness: 35mm (in game: 25mm)
    32 Points
  5. Pilots and Tankers! Below are the planned changes to vehicle Battle Ratings for both Aviation and Ground forces, due to take effect on the 29th December 2016. M4A3 (76) W* - This is the Japanese version of the M4A3 and has been raised in BR to match the American variant at 5.3 so both have equal BR. Please be sure to leave your thoughts and feedback below! The War Thunder Team
    31 Points
  6. Stona

    Update 10.01.2017 (1.65.1.85)

    Artistic screenshot of F4U created by Leon_SVK and uploaded to Live.Warthunder website Changes in Flight Models: F4U (all modifications) - Water injection consumption has been fixed. Operating time with injection has been increased up to 8.5 minutes (was 7.5 minutes). He 112B-0 - In-game vehicle card has been changed to correct values. Ki-100-2 - Maximum engine power in X-Ray view has been fixed. BV 238 - Inoperative instruments in the cockpit have been fixed (source). Bug where after battle, preselected ammunition loadouts were reset has been fixed (source). Collision model of the buildings in the “Abandoned Factory” location has been fixed. Type 1 Chi-He and Type 3 Ho-Ni III are now available for research and purchase for all players. Note: This server update applies to all platforms unless specifically highlighted. The current provided patchnotes reflect the major changes within the game as part of this Update. Some updates and fixes may be not listed in the provided notes. War Thunder is constantly improving all the time and certain fixes may be implemented without the client being updated. Leave feedback here!
    25 Points
  7. Stona

    [Development] Big Boat: The MZ1

    We are pleased to present heavy hitting boat that will appear in the War Thunder naval warfare closed beta test very soon: the German multi-purpose MZ1. The MZ1 is an advanced German boat project created at the end of World War II. The leading boat of the series was laid down in 1943 and went into testing at the end of August 1944. In total, the Germans were able to build one boat of the twelve planned in this series. Three more were ready for assembly. All the built boats ended up at the disposal of the British occupational forces. The leading boat was sent to England for testing, while the remaining boats were scrapped. Download Wallpaper: 1280x1024 | 1920x1080 | 2560x1440 The leading MZ1 series boat has become a new ship in the Kriegsmarine tree in War Thunder. The letters MZ in its name are an abbreviation of the German Mehrzweckboote, meaning "multi-purpose boat", which entirely discloses its intended purpose. The MZ-1 is a multi-purpose weapons platform with guns of several calibers, torpedoes and depth charges capable of solving any task of a small fleet. In battle, the MZ1 is an incessant and vociferous barrage of shells from an 88 mm, a 37 mm and several 20 mm cannons that generously rain fire down on the enemy. The two torpedo bays and six depth charges complete the image of this floating monster. There are no targets in the game that the MZ1 can’t take care of! Previous Development Blogs: New ships and first look at Japanese Ground Forces! PT-810: The American Leviathan S-100 (1945): Master of the Seas Type 11 PT-15: Shore Guard Project 183 Bolshevik torpedo boat: Speed and Power The Fairmile D motor torpedo boat: Dog Boat T-14 Class torpedo boat: Single-Engine Seafarer Project 1124 Armored River Boat: Waterborne Katyusha PT-109: Kennedy's Torpedo Boat Armored Gunboat Project 186 G-5 torpedo boat: The Little Terror 77 ft Elco PT-20 Class torpedo boat: Powerful Reserve The Fairmile C - A greyhound with bite D-3 torpedo boat: Warrior of the North New Location: Abandoned Factory Hydropneumatic suspension in War Thunder New Location: Ice Fields and Convoy Mods Lockheed B-34: Hudson’s bigger brother Armoured vehicles of Japan - Initial Research Tree Type 89 I-Go Ko: First Series Type 3 Ho-Ni III: The Japanese Marder Type 61: The Japanese-style Patton Type 3 Chi-Nu: Last Line of Defense Type 2 Ka-Mi: Beach Patrol Type 97 Chi-Ha: Hope of the Army ST-A1: Stepping into a New Era ST-A2: One Step Closer to the Goal Type 1 Chi-He – An Updated Classic So-Ki: Elusive Twin Guns Type 74: The Height of Technology Type 3 Chi-Nu II - Crouching Tiger Chi-Ha Short Gun: Naval Caliber Type 60 SPRR Object 906: River Mosquito Тu-14T: The Fastest Torpedo Bomber ZiS-43: When You Need a Bigger Bang La-11: The Last of Its Kind Leave comment on our website!
    24 Points
  8. Mai_Waffentrager

    1.67 Rumor Round-Up and Discussion

    With my latest archive visit, I have discovered official blueprints for the Ho-Ri tank and photographs. This is means it has now become a much closer chance to seeing it in WT sooner than thought.
    22 Points
  9. Tigrillo

    SdKfz 250/11

    Hello everyone I recently found out about this halftrack, and i thought to make a suggestion for it to be in the game, since we already have many halftracks in the trees. The SdKfz 250/11 This is a tank destroyer version of the mass produced SdKfz 250 armored personnel carrier, made by Hanomag, and very similar to the larger and more famous 251. It was equipped with the sPzB-41, with 168 rounds in store, and a MG 34 or 42 in the back. The gun itself is a high velocity 28mm cannon, with a muzzle velocity for the apbc shells of 1400 m/s (4500 f/s) at the muzzle, and capable of penetrate roughly 75mm @90' at 100m (328,084 f). In the game it would be a nice addition in the tank destroyers line, before the Panzerjäger I Pictures and Photos Datas Dimensions: L x W x H 4.56 x 1.95 x 2.13 (all in meters) (Height with the gun installed) Total weight: 5530 kg Crew: 2+4 (driver, co-driver and 4 passengers) Propulsion: Maybach 6-cyl. water-cooled HL42 TRKM petrol, 99 hp (74 kW) Top speed: 65 km/h (~40 mph) Armor: 10 mm @30° at the front, 14.5 mm @12° in the upper front (pilot hatch area), everywhere else 8mm Gun protection: 2x 5mm spaced plates Gun Performances Max Range: 1000 meters (3280 feet) Rate of fire: 30 rpm with an experienced crew Min/Max Elevation: -5°/+45° Armour penetration table APCNR-T projectile 2.8 cm Pzgr.41 Distance, m Meet angle 60°, mm Meet angle 90°, mm 100 52[3] – 69[8] 75[4] 300 46[3] 400 40[4] 500 40[3] – 52[8] The blueprints of the normal SdKfz 250: So, what are your thoughts on this? Vote and then leave a comment ^^ Sources: Wikipedia Tanks Encyclopedia http://www.tanks-encyclopedia.com/ww2/nazi_germany/Sdkfz-250.php http://fritzwaffen.blogspot.it/2010/05/28-cm-spzb-41-gyartas-es-onjaro.html Sdkfz 250/1 to 250/12 Armoured Halftrack by Terry J. Gander Encyclopedia of German tanks of World War Two by Peter Chamberlain and Hilary Doyle
    20 Points
  10. Ouiche

    Update 13.01.2017 (Server Update)

    Value of the lower front armour plate has been changed from 25mm to 15mm for the following vehicles: Chi-Ha, Ho-Ni I, Ho-Ni III, Chi-Ha Short Gun. Source: War Office Technical Intelligence Summary No.7, May 1945. Fire rate for Chi-He has been fixed. Fire rate is now the same as the Chi-Ha Kai with the same Type 1 cannon - Now 18 shots per minute. Thickness of the metal on the cannon barrels for the Chi-Ri II has been fixed (increased): 37mm cannon - from 5mm to 17mm, 75mm cannon - from 5mm to 22mm. KV-1B - Bug with “Crew Replenishment” icon has been fixed. Previously the icon with soviet tanker was used. Type 62 - 3BK2 HEATFS shell has been added to the ammunition. The Battle Rating has been changed from 5.7 to 6.7 for all battle modes. Reload time for the following vehicles has been changed (from 1 second to 3 seconds): 2cm FlaK.38 (Germany), 20mm Type 94 (Japan). The amount of armour piercing shells in the magazine for 2cm FlaK.38 (Germany) cannon has been reduced by half. Now there are 10 Pzgr. armour-piercing incendiary shells and 10 Pzgr.40. high-velocity armour-piercing shells. Parameters of transmissions on КV-1S, КV-85, КV-122 and SU-152 have been changed. Maximum speed, (forward/reverse): КV-1С — 45/16 km/h; КV-85 — 34/13 km/h; SU-152 — 43/16 km/h. КV-122 - 34/13 km/h. Source: “Operating Instructions for КV-1С”, 1943, re-print “Gantut”; “Domestic armored vehicles”, 1941-1945, part 2. "КV tank. Quick service guide”, GABTU KА. 1943". Me.262A-2a Sturmvogel - It is now possible to separate the dropping of 250 kg bombs. New modification with 1x500kg bomb as external modification has been added Leave your feedback here! Note: This server update applies to all platforms unless specifically highlighted. The current provided patchnotes reflect the major changes within the game as part of this Update. Some updates and fixes may be not listed in the provided notes. War Thunder is constantly improving all the time and certain fixes may be implemented without the client being updated.
    20 Points
  11. Time for your Christmas Present! I am pleased to announce after two years of data gathering and document hunting - myself and @Snozzeltoff have been working on bringing War Thunders very own: Avro Vulcan B1a This has been a long on going project to make the aircraft as accurate as we possibly can. Some of you have asked if it is still happening and we've avoided the question purely to keep the project between a select few people. The project started in 2014: It will have a custom flight model to be as accurate as we can make it to the real aircraft as well as custom animations and high resolution texture model - Because it's Christmas, we have decided to share some high quality render images of the model The model itself is still undergoing development so keep an eye out on War Thunder live for updates by both myself and Snozzeltoff Enjoy! Thanks, WeBe & Snozzeltoff
    19 Points
  12. Smin1080p

    1.67 Rumor Round-Up and Discussion

    Germany was pretty much the biggest user of the M47 Patton, even over America who barely used theirs before it was replaced by the M48. Germany had 1000+ M47s. Not to mention, the very reason its being considered is the fact that Germany has a gap at 7.3, one wich the Patton perfectly fits.
    18 Points
  13. Optical_Ilyushin

    Type 62

    they did a half cooked job, this tank is not the Type 62. it is a vehicle disguised as a Type 62 with everything wrong about it.
    18 Points
  14. Shame on you for stealing another War Thunder Live Users Image http://live.warthunder.com/post/444780/en/
    17 Points
  15. I want you firstly present problem what worry many players. It is very often bomber spam in Arcade battles. This problem making games shorter than 2-3 minutes. The biggest problem is in Ground strike mode what is the most often mode in AB games. Frontline and Dominations are quite OK. From my view any game shorter than 10 minutes it too short. Normal game time for me is somewhere between 10-20 minutes. Yesterday I made screenshots of battles for showing you what I talking about. You can see how many players took heavy or any bomber an finish game very fast. Here are 9 ground strikes with sreen what players took for first spawn and finnish screen for see how much time took them to finish game. It is 9 battles in a row no some 9 battles what can distort view of real problem. Problem with bomber spam starting somewhere in BR 3,7 and ending in 8.0 where are enought fast jets to eliminate bombers faster than they fall their load. Game starting with 25 min. countdown but you are spawned at time 24:35 and you going ahead to your opponents. You can see there only 2 games are longer than 10 minutes. And some are shorter than 5 minutes. This making this game mode so boring and lot of players stop playing normal random AB air battles. Some of us like me dont playing RB mode. They are more boring for me. And same saying many of my friends. So I ask you for making some changes to make this game mode fun again. I can give you some solutions for it. 1. In RB you set bomber limit 4. There is only one possible respawn so it is easy. But think it is possible to make it in AB mode too. It will be working little differently because you dont know what players will take from their line up. Limit in AB can work this way. Lets say 4 or 5 bombers will be limit. If there will be filled bombers spawn and another player will try take bomber it will warn him with message too many spawned bomber please choose different vehicle or wait in queue for the first possible respawn. After some of player lost his bomber it will make place for another bomber spawn.... 2. More target for bombers. Let make them more work to do and it will take them longer time to destroy all vehicles / bases. Make more bases or raise their durability 3 times + airfield 2 times. It will do enough time for fighter to kill bombers. 3.Do something similar like is in RB air battles. After 20 minutes are there light vehicles what can finnish battle. Here can be it little different. Lets do some Groung stages of targets. For example first stage will be bunkers and pillboxes. After players destroy them it will show up second group of targets. May be tanks with armored trucks. After they destreoy them can be third stage. It is up to tier of playing. Lower tier less targets. NEW : 4. If all ground targets will bombed ther will be still credits. Credits what can be lost only by destroing opponent planes. For exapmle. One destroyed plane will be -30 credit for opponent. There will be 1500 extra credit for it. Som if ground strike will have 30 vehicles it is 3000 + 1500 = There will be 4500 credits what can be raised down only killing opponents planes. Same will be with destroing base. All basses + airfield can raise down max 2000 credits and all other credits can be raised only killing planes and ground targets. I hope you will understand our AB comunity too. When RB players have complains for bomber spam it was very fast from your side to solve it. So I hope you will not let waiting us several months for some good solution. Also I asking other players to write down their view on it and if you have other good solution for it wrrite it downs. More views more they can choose
    16 Points
  16. Noir89

    Damaged Gunsight (Tanks)

    Hi Community, i would have a suggestion about the ability to damage Gunsights: Arcade Battles: Damaged sunsights do not have any effect on the sight (let it as it is) Realistic-/Simulatorbattles: Damaged gunsights loose the functionality in 2 stages: --> Yellow/Orange = cracks and scratches --> Red/Black = to many cracks and scratches that u cant aim properly. --> With planes something like that is implemented --> eg. if your engine is hit and the oil gets to on your cockpit. Thank you for reading See you on the battlefield! Noir89
    16 Points
  17. PonderousCat

    Machine gun for Stug iii G

    I've noticed that the Stug iii G has a gun shield, but no machine gun. From my understanding the Stug iii was equppied with either an mg34 or mg42 starting with the G model. If possible, it would be nice if that was added to the Stug iii G and it's variants. A machine gun would also help against lightly armored vehicles such as SPAA's and some open top vehicles since it seems to be difficult to kill them with just the main gun (At least from my experience, rounds seem to go right through them.) I have some sources that show this configuration/loadout. Hope they help out. P.S. These are secondary sources from various books. I'm kinda new to this so I hope I am doing this right. Source:M10 Tank Destroyer vs StuG III Assault Gun: Germany 1944 Author: Steven J. Zaloga Publisher: Osprey Publishing Publication Date: 8/20/13 pg.35 Source:German Tanks of WW2 in Color Author:Michael Green Publisher and date: Zenith Press; 1st edition May 14, 2000 pg.50 Source:Stürmgeschutze: Armoured Assault Guns Author: Bob Carruthers Publisher and Date: Pen and Sword (August 19, 2013) pg.29 And here are some historical pictures/examples, sorry about the large size and the first three pictures I could only find on websites. Source:https://www.pinterest.com/pin/380272762264184642/ Source:http://www.ww2incolor.com/finnish_forces/finnish+stug_001.html Source:http://www.tanks-encyclopedia.com/ww2/nazi_germany/Sturmgeschutz-III.php Source: M10 Tank Destroyer vs StuG III Assault Gun: Germany 1944 Author: Steven J. Zaloga Publisher: Osprey Publishing Publication Date: 8/20/13 pg.12 P.S. I added this documentary in a latter post, but I figured I should re post it here, just in case no one sees it. It's called "German War Files-Stug III and IV Assault Guns" . It mentions the addition of a machine gun at 11:43 and throughout the documentary, various Stugs are shown equipped with a machine gun .
    16 Points
  18. pieve

    1.67 Rumor Round-Up and Discussion

    Semovente da 105/25
    16 Points
  19. NovA29R

    Sd.KFZ-222

    We need this? or not?
    16 Points
  20. Lord_of_Sofa

    1.67 Rumor Round-Up and Discussion

    No wishlisting! Unconfirmed/General Overview of New Stuff (To be updated regularly): Air: General Drop Tank mechanics (CDK finds, currently deemed not necessary by devs) RATO mechanics (CDK finds) Germany German heavy bombers "are being worked on" Russia plans for Sukhoi machines Great Britain British heavy bombers "are being worked on" Spitfire IX If c (data finds) USA P-40 is being reworked https://vk.com/wtblog?w=page-13137988_51972229 Douglas AD-4 (data finds) P-66 Vanguard (data finds) Hawk III (data finds) CW 21 (data finds) P-43a-1 Lancer (data finds) Japan France MS 406 C1 (data finds) MS 405 (data finds) Potez 630 (data finds) Potez 633 (data finds) Vg 33 (data finds) Vb 10C 1 (data finds) Mb 157 (data finds) Ground: General Tank Map: Ardennes (data finds) Smoke rounds (possible Q&A) New gamemodes Germany Pz.35t Romanian (Premium): (CDK finds) 15-cm-sIG 33/2 auf Jagdpanzer 38 (Q&A) M47 Patton (possible, Q&A) Russia IS-7 (planned, promo/event tank) PT-76 (data finds) T-55 (Q&A) Great Britain Churchill Mk.I 31 December 2015 - https://forum.warthunder.ru/index.php?/topic/117037-bvv-dshnaia-2-strogaia-moderatciia-tolko-voprosy/page-156#entry5175983 USA M4A4 (data finds) M3A3 (data finds) T30 (stream) T34 (stream) Japan Type 60 APC MAT More Japanese shells Naval: General British shore map(CDK finds) Scandinavia map (data finds) Smoke (Q&A, data finds) Mines (Q&A, data finds) Germany Artilleriefährprahm Typ D1 (data finds) Artilleriefährprahm Typ D3 (data finds) Type 150 Jaguar (data finds) VS 8 Hydrofoil (data finds, probably AI) Italy MAS 500 Russia Project 1124 ack (data finds) BMO (data finds) Elco 80ft (data finds, probably premium) MBK 161 1943 MBK 161 1944 MKL 186 MKL 186 mk85 OD 200 Ya-5 Pr-191 Pr-191m Great Britain Fairmile D 601 695 Bigcaptain (data finds) Dark Class MTB (data finds) USA Elco 80ft (with rocket launchers) Destroyer Anderson (data finds, probably AI) Japan Kusentei W-13 1942 (data finds) T14 class mod 1 (data finds) Confirmed: MPK 122bis MZ-1 Naval Domination gamemode Convoy Attack gamemode Denied: Developers Q&A: Datamining: Old Stuff:
    15 Points
  21. pieve

    T-114 American Tank Destroyer

    T-114 Tank Destroyer The T114 came in service as the M114 AFV and was used in the Vietnam war, where it proved to be a disaster and was relatively soon pulled from service. This is a project to actually mount a turret with a 106mm recoilless gun with automatic loading from a magazine on the right side of the gun. An interesting design by any means. The British experimented with autoloading recoilless guns as well, although they used drum loaders to feed them. This prototype was apparently developed between 1957 and 1960. The AutoLoader HEAT Round (fin stabilized) HEP round (spin-stabilized) Armor: 44.5 mm Main armament: 106mm RR light revolver Engine: v8 gasoline 160 hp (120 kW) Power/weight: 23 hp/t Suspension: torsion-bar Operational range: 443 km Speed: 58 km/h sources:
    15 Points
  22. RustyEagle

    Update 10.01.2017 (1.65.1.85)

    thank god this was such an annoying bug. thank you!
    15 Points
  23. Rubensky

    OSA-76

    Hello Comrades/Kamraden! I'm looking into tanks and other verhicles who can be add to WarThunder and while digging i came across this little baby. It's the OSA-76 and it's basicly a ww2 ASU-57 :P (actually they did borrow heavily from the OSA for their ASU.) Work on it started in 1943 by project bureau 338 (?) and it was tested in 1944, it was seen as a exellent verhicle by the high command for many reasons (cheap, reliable,lightweight-this resulted in less starin and easy transportation, easy to train on, fast, wasn't very demanding in fuel and could run on almost everything, even the worst of the worst German synthetic fuel....) And work progressed steadily. But there was not really a need for it, there were enough verhicles already and the high command didn't wanted to interupt production now the war was coming to a close (1944, the germans could not really start anyting offensive against the Red Steamroller). There were also some minor problems, most had to do with it being so tiny (ammo storage was one of them, and also crews were terified of going over rough terrain at speed...a small, skittish verhicle that jumps like a rabbit...no seatbelts or roof...i kinda see what they feared ;D ) but in a game that wouldn't be such a problem (in warthunder u can reload in battle by going to a allied cap zone, and crews are magically gleud to their seats.) some stats, they are translated from russian so do not expect top notch litterature. DIMENSIONS: Length: 5000mm (with a gun) Width: 2150mm Height: 1560mm Clearance: 290mm Weight: (excluding vodka): 3500 kg WEAPONS: one 76.2-mm gun ZIS-3 Some papasha's Tactical Vodka Bottles Ammunition 30 shots Aiming devices ?(Guided by Stalin probally) ARMOUR: Front - 6 mm sides - 6 mm **** - 6 mm fighting box front - 10 mm sides fighting box - 6 mm back fighting box- 6 mm roof -not needed comrade bottom -4mm (?) ENGINE: GAZ-MM, in-line, 4-cylinder, carburetor, liquid-cooled, 50 hp TRANSMISSION: mechanical type: mechanical type, multi-head and friction clutches dry friction, 5-speed gearbox CHASSIS: (On one side) 4 road wheels, 2 support rollers, rear wheel drive, with steel caterpillar Melkozvenchataya Tracians SPEED: 41 km \ h Cruising on the highway 220 km In conclussion: This litle Box of Pandora will enrage a lot of chaps-imagine being a big **** Tiger...getting *********d by something that fits inside a Pixel....that will make u less happy. But on the other hand: this machine wouldn't last a second if spotted: especially tanks with .50's, DhSk's or KPV's would just turn it into a piece of modern art.... A high explosive shell, even a 37mm one would sent tank and crew flying, probally sending them right into space. I'm not even gonna talk about HEF. But here is the trick, it wouln't last a second if spotted. As a Sim player myself (no pro, just got my Panther D) It's pretty darn hard to spot a stationaire target in a bush....i have traumatic expiernces with ZiS-30's, and this сука is even smaller.... But hey, Russia doesn't have enough tanks to crush the Facists and that makes Putin cry. So.... It's cute It packs a BIG punch Why not? The ASU-85 is in the game so it could be an interestingly tree starting of with the SU-3 ( A T-27 tankette armed with a 76mm recoiless gun) ,then the ZiS-30 ( our beloved Komsomolets with an naval gun :P) and then this сука, then the ASU-57 and finally the ASU-85. What you lads/ladies think? (and my English isn't 7/7, sorry) Sources: Siekret dokuments ( ͡° ͜ʖ ͡° ) http://www.tanks-encyclopedia.com/ww2/soviet/soviet_SU-76.php http://www.army-guide.com/eng/museum_product474.html https://ru.wikipedia.org/wiki/ОСУ-76 http://alternathistory.com/osa-76-legkaya-sau-v-vese-pera-2 http://alternathistory.com/alternativnaya-istoriya-osa-76-i-boevye-mashin-na-ee-baze?mini=calendar%2F2015-10 http://army.lv/ru/osa-76/740/356 http://alternathistory.livejournal.com/988466.html http://www.battlefield.ru/su76.html Most of this sites have borrowed from eachother but i plowed trough all of them because most of the time they have like 1 or 2 pieces of intel the others didn't had :P They are in Cyrillic for the most part and although my russian is pretty darn basic it seems to beat the automatic translations any day... But yeah most text was the same and a lot f time was wasted for nothing....это пиздец But i did it for you! Because i love u <3 now sent 100 euros to my bank account.
    14 Points
  24. 14 Points
  25. Smin1080p

    1.67 Rumor Round-Up and Discussion

    Surprise Q & A time
    14 Points
  26. Smin1080p

    Update 11.01.2017 (1.65.1.88)

    Fixed errors in the T-54 series damage model with some penetration damage effects on internal modules and components when getting hit from front. Fixed a bug in the IS-3 damage model associated with the reduction of driver’s ability when machine gun fire hits the vision port without penetrating the armour. Fixed a bug in the Ferdinand’s damage model associated with the reduction of driver and radio operator abilities fire hits the frontal additional armour plate with a thickness of 100mm without penetrating the armour. Added the ability to elevate and depress launchers on the IT-1 and Raketenjagdpanzer 2. Adjusted spin-up time on the M163 Vulcan SPAAG. The average time before opening fire is now about 0.5 seconds when you activate the weapon. (Source "MIL-G-45500/3 Military Specification Sheet Gun, Automatic, 20mm: M168") Fixed the order of crew replenishment in SPG’s SU-152 and ISU-122 Reduced the recoil of the Type 60 SPRR. Note: This update applies to PC/Linux/Mac users. If applicable, PS4 Users will receive the update as soon as possible. The current provided patchnotes reflect the major changes within the game as part of this Update. Some updates and fixes may be not listed in the provided notes. War Thunder is constantly improving all the time and certain fixes may be implemented without the client being updated. Leave feedback here!
    14 Points
  27. You see kids, this is why you should always check someone's stat card when they make statements like this. This gent plays Soviet tanks almost exclusively.
    14 Points
  28. Skilled? Maybe Playing RB like it should be played? NO, absolutely not: He is abusing bad map design, unrealistically glitching over rocks and obstacles. The game unfortunately make this kind of playstyle available, which it should NOT! in arcade yes, in RB NO that's what i've observed in the given Super Hellcat video, I will give him/her a try and watch some more of his/her vids later on, if not for the skill shown, then for the bugged and abused positions he/she is exploiting
    14 Points
  29. silver76

    Overpopulation of Russian players

    still a topic of Russophobia Today the invasion of the servers tomorrow of Europe
    13 Points
  30. *FORDcobraGT500

    Type 62

    This survey is not right. Cause everyone that drives their Panther 2 or tiger 2 will vote No just cause they don't want any more competition instead of worrying about historical accuracy. They really need the make this restricted to the owners. This certainly won't pass now even though all the owners want the HEATFS.
    13 Points
  31. przybysz86

    dynamic BR based on installed modules?

    Hi, I have a question - would it be possible in game engine (now or some time in future if development is needed) to make plane/tank BR relative to installed modules? For example some tanks with HEATFS shells are hard to play until you reach them (as stated correctly in the post about Type 62 survey). That is true as early as rank 1 and BR 1.3 and PZ IVC that with HEAT can penetrate rank 2 tanks with ease. Some planes are very god but can for example get 100/150 octane fuel that in some cases give as much as 30% power increase (like spitfire mk I - jump plane from 900 to 1200hp) Maybe in case of such game changing modules we can have BR change if you add them? For example without them plane/tank starts at slightly (-0.3 or -0.7) lower BR but when you install the mod your BR get increased. It will also allow player to modify planes/tanks to better suit their BR - they can take planes or tanks without later performance updates/ammo and use them in lower BR battles along earlier tanks. For tanks it's mostly top shells really but for planes things are more complicated - better fuel is easy one as with tank HEAT/HEAT-FS/etc for example but there are planes like 109 Gs that usually run late war engine settings so for them installing any engine mod (engine, supercharger, injection) should give BR buff. Example: BF109G2 - it is 1942 plane (but that's for plane with no engine related mods installed) but spaded it run in settings from late 1943. Other example BF109G6 - plane is 1943 design but due to having MW50 in game its more of a 1944 plane. Maybe there should be another mod to research called MW50 that should make BR difference base on fact that it's installed or not. Obviously if I have module researched and I deliberately uninstall it my BR should go down a little. All this as added bonus would make so called "stock syndrome" less painful but back to my original question - have you thought about it and is it even possible in current game engine or with some development to be included in future version? EDT: it can also help creating historical scenario where for example you want 1943 east front scenario but adding current G-6 would mean Russian side would be at obvious disadvantage. All you'd have to do is to force plane to have particular mode removed and if player enter with plane with this mode installed just inform him/her that it's effect would be ignored and plane would behave as if mod was not installed. Simple popup with "i understand" would be enough. EDIT2: to smplify things you can use system known from japanese planes where base Ki-43-I is "Ko" but there are "modules" called "Hei" and "Otsu" We can have the same for 109G2 that spaded will be top '42 specs but will have new modules called '43 and '44 performance that will increase allowed ATA but increase BR. Same can be done for any other plane and it would remove the need to calculate for any other module installed or not. Only those special modules representing modifications of the same variant will impact BR. For tanks things are simple and are only about usage of cold-war or late war ammo
    13 Points
  32. _Morales_

    Type 62

    It is just a joke, make a fantasy tank without historical accuracy is for world of tank, not war thunder. Give it a Heat-FS, Rank 4 and br 7.0 if you cant put it in rank 5...
    13 Points
  33. Smin1080p

    1.67 Rumor Round-Up and Discussion

    As an emergency specification issued by the air ministry, lots of aircraft were indeed trialed with floats / pontoons and the Hurricane was one of them. However the aircraft was not so easily converted as the Spitfire and so the Spitfire float plane was developed further. The Hurricane was far better suited to skies than floats. The Spitfire has far more photographic evidence as Marks I, V and IX were all trialed as float plane variants: Interestingly enough the Canadian version of the Blenheim, the Bolingbroke was also converted:
    13 Points
  34. I despise OrangeDoom. He thinks he's a god on the planet and basically looks down onto everyone. I really don't like his personality.
    13 Points
  35. Stielhandgranate

    Suicide planes post #6037

    Is there any chance that this practice is going to be stopped? It requires zero skill, is zero risk or cost to the player, and has only upsides as it can take out the heaviest of tanks in the game. There needs to be some risk/reward here. Arcade battle suicide plane spam has been going on for the 4 years I've been spending money on this game, and it's getting tiresome.
    12 Points
  36. The Type 62 misses its HEAT-FS that was historically available for it. Most of the information is gathered throught the subreddit. 1956年式85毫米加农炮气缸微旋破甲弹 全弹长 974.5 ~ 977.84 毫米 破甲厚度 250 ~ 270 毫米 / 30° 全弹重 12.5 公斤 配用引信 电-1, 电-1丙 初速 845 米/秒 配用底火 底-4 平均膛压 2350 公斤/厘米² 适用火炮 56式85毫米加农炮, 直射距离 945 米 85毫米坦克炮 Type 56 85mm cannon (Something about micro-spin? Funny way of saying FS?) HEAT shell Full Shell Length 974.5 ~ 977.84 mm Penetration 250 ~ 270 mm @ 30° Full Shell Weight 12.5 kg Fuse Electric 1, Electric 1c (?) Muzzle Velocity 845 m/s Primer Primer 4 Chamber Pressure 2350 kg/cm² Used in Type 56 85mm cannon, Direct Distance(? lit.) 945 m 85mm tank gun (lit.) http://amuseum.cdstm.cn/AMuseum/weapon/html/bingqibolan/danyao/paodan/fanzhuangjiadan/20080325/215.html 中国1956年式85mm加农炮气缸微旋破甲弹 1956年式85mm加农炮气缸微旋破甲弹 全弹长:974.5~977.84mm 全弹重:12.5kg 初速:845m/s 平均膛压:230243.13kPa 直射距离:945m 破甲厚度:250~270mm/30。 配用引信:电--1、电--1丙 配用底火:底--4 适用火炮:56式85mm加农炮,85mm坦克炮 上一篇:中国1944年式100mm加农炮曳光被帽穿甲弹 下一篇:中国31/37式122加农炮曳光钝头穿甲弹 This picture shows a "1956 Year-Type 85mm HEATFS" Source: "Ammunition Illustrated, by People's Liberation Army Department of Military Equipment, Janurary 1974 edition" I didn't waste 2 weeks of my life just for a 5.7 post war tank that lacks it's most viable ammunition. The Type 62 on the Chinese client does have its proper HEAT-FS. I expect a rebalancing as well when this shell gets added. Technical stuff: DxDiag.txt 2017_01_10_15_14_19__11828.clog
    12 Points
  37. long5hot

    State of Arcade at 6.0

    Every point you make is unarguably correct, however it would be taking Ground Strike maps to back how they were in patch 1.27. There's no way Gaijin will admit they've screwed up pretty much every map-design choice they've made over the last 4 years. I get the impression that the developer responsible for Arcade maps would rather trash gameplay altogether than acknowledge mistakes.
    12 Points
  38. My reaction when someone decides not to support the Italian Tech Tree
    12 Points
  39. Spoutpout

    3rd party site tracking faulty (Thunderskill)

    Rude person with a Thunderskill signature. Someone's hurt over here because critics.
    12 Points
  40. In the Second World War, air-cooled radial engines were the most widely used in Japanese aviation. They were what engine builders designed and what aircraft designers built airplanes for. But even this rule has an exception: the Kawasaki company designed fighters for their very own inline liquid-cooled engines. At the end of 1939, Kawasaki purchased a license to produce one of the best aircraft engines of the age, the Daimler-Benz 601, which was used on the Bf 109E and MC.202 Folgore, providing them with excellent flight characteristics. A group of designers led by Takeo Doi designed the Ki-61 for the new engine, which outwardly resembled the Bf 109 and MC.202, but was nonetheless an original project in its own right. With the same engine power, the Ki-61 was faster than the much-lauded Emil, and all kinds of armament could be installed on its wing: from 7 mm machine guns to 30 mm cannons. All the same, the Ki-61’s fate ended in tragedy. By 1942, its engine had already become outdated, and in terms of reliability, the Japanese version was inferior to the German. The situation worsened with difficult weather conditions and the qualification of service personnel in the army air force, and in 1945, the engine construction factory was almost completely destroyed as a result of a bombing attack, putting a stop to Ki-61 manufacturing. All this led to the creation of the Ki-100 fighter based on the Ki-61, with its engine replaced by a radial air-cooled engine. However, as a result of this, the Ki-100’s maximum speed was reduced in comparison to that of the Ki-61-II. On the other hand, its maneuverability, rate of climb, reliability and survivability all increased. Download Wallpaper: 1280x1024 | 1920x1080 | 2560x1440 Based on the series-produced Ki-100-Ib, by August 1945 three Ki-100-IIs were built with turbochargers and a methanol injection system for WEP. These were the most modern aircraft of their type, capable of intercepting enemy bombers at a great altitude. Because of the end of the war, these planes did not go into large-scale series production. In War Thunder, the Ki-100 fighter is worthy of any player. Statistically, in its battle rating the Ki-100 is the most successful fighter in terms of battle losses to enemies downed. There is a number of reasons for that. The Ki-100 is well armed and easy to accurately fire from: it has two cannons mounted in the fuselage with more than enough ammo. Its radial engine not only has increased survivability thanks to its air-cooling system, but also more effectively covers the pilot from the front thanks to its increased size in comparison with inline engines. Previous Development Blogs: New ships and first look at Japanese Ground Forces! PT-810: The American Leviathan S-100 (1945): Master of the Seas Type 11 PT-15: Shore Guard Project 183 Bolshevik torpedo boat: Speed and Power The Fairmile D motor torpedo boat: Dog Boat T-14 Class torpedo boat: Single-Engine Seafarer Project 1124 Armored River Boat: Waterborne Katyusha PT-109: Kennedy's Torpedo Boat Armored Gunboat Project 186 G-5 torpedo boat: The Little Terror 77 ft Elco PT-20 Class torpedo boat: Powerful Reserve The Fairmile C - A greyhound with bite D-3 torpedo boat: Warrior of the North Big Boat: The MZ1 New Location: Abandoned Factory Hydropneumatic suspension in War Thunder New Location: Ice Fields and Convoy Mods Lockheed B-34: Hudson’s bigger brother Armoured vehicles of Japan - Initial Research Tree Type 89 I-Go Ko: First Series Type 3 Ho-Ni III: The Japanese Marder Type 61: The Japanese-style Patton Type 3 Chi-Nu: Last Line of Defense Type 2 Ka-Mi: Beach Patrol Type 97 Chi-Ha: Hope of the Army ST-A1: Stepping into a New Era ST-A2: One Step Closer to the Goal Type 1 Chi-He – An Updated Classic So-Ki: Elusive Twin Guns Type 74: The Height of Technology Type 3 Chi-Nu II - Crouching Tiger Chi-Ha Short Gun: Naval Caliber Type 60 SPRR Object 906: River Mosquito Тu-14T: The Fastest Torpedo Bomber ZiS-43: When You Need a Bigger Bang La-11: The Last of Its Kind Leave comment on our website!
    12 Points
  41. przybysz86

    SB EC plane skins unlock - why impossible?

    I know - this was said many, many times since now but it's still not fixed. We cannot unlock skins in SB EC and since not all planes are available in SB GF we can't unlock some skins in SB at all. I know I can go to RB and do it but I hate flying in RB. For some planes like He-111 H-16 stock skin is winter one which is not something you want for your bomb run on summer maps so I would like to have other skin unlocked. Since my joystick is in service I decided to give RB a try and sadly I must say I do not like it at all. Still as this is only way to unlock skins what I do? I go to RB Air, spawn, do suicide run toward enemy ground forces location, kill as many as I can before dying, rinse and repeat. I waste my time doing something I don't like, I waste my RB's team time by suicide runs that does not help them win and get me killed. It's a loose-loose situation. @Smin1080p@Hunternz Question: is there anything preventing skin unlock in SB EC? Any limitation in game engine or is this just deliberate decision by devs? And please - do not tell me it's because SB EC is an event. SB GF is an event too and skin unlock works there perfectly fine.
    12 Points
  42. _NuclearToast_

    1.67 Rumor Round-Up and Discussion

    not adding the he177 has just become a meme at this point
    12 Points
  43. Noir89

    Camouflage preview in battle (Tanks)

    Hi Community, i would have a suggestion about the preview of camouflage in tankbattles: Some tanknations have plenty of different camolages (eg. USA) or plenty of differend "Standard" camolages (eg. Germany) - it would be very helpful to add something like a preview like in the picture below: I think it wouldnt be important to get the exact camoscheme on this icon (stripes or spots) - the main colours would be enough to differ from Winter, Summer, Desert. Thank you for reading See you on the battlefield! Noir89
    11 Points
  44. Hey guys, The 3rd party webpage Thunderskill is useless to Sim players who don't stick to SBGF combined battles, and here is why: Recently it has come to my attention that some of the people I play with dig that third party side Thunderskill, and are (annoyingly) becoming slave to some stats there. Even though the site is bullc*ap, as it doesn't even track EC flyouts. Believe me, I've tested this week, not a single EC session was recognized. For example, I went out with the Ta 154 for a few hours and got several kills. None logged, not even more than a week after. Same with the FW190 A5, as well as the D13 (which looks as if I had barely ever flown it). Out of +50 air kills made, only a few done in SBGF got logged. I do not care whether it is related to WT not tracking Sim kills in EC for so many people , or whether it is Thunderskill page which is xxxx, the result is weak, inaccurate and does not reflect anything. Conclusion is, that if this page doesn't even earn correctly, gaijin might want to change the output of data in a way that Thunderskill dies off quickly. What do you think, did you notice this, and will you test EC after reading this? P. S. Skin unlocks in EC please . . .
    11 Points
  45. Summary: This vehicle is basically a Chieftain Mk5 with a 1200HP engine. It has other modifications that will no affect the gameplay only the graphic model. It doesn't have composite armor, since this armor was fitted as an overhaul in the late 80s in Chieftains. History of the vehicle: The FV4030 started as an export version for Iran. It started with the FV4030/1 called "Shir 1" that have some modifications to improve mobility. But they were not pleased with the performance of the vehicle and they order a modification, the FV4030/2 called "Shir 2". They required to fit a V12 engine, designed for the Challenger 1, delivering 1200 HP. Development started in 1974 and by 1979 some vehicles (Shir 1) were delivered to Iran. After the Islamic Revolution of 1979 all the defence contracts in Iran were cancelled including this vehicle. At last minute the Jordanian goverment appeard in scene and sign a contract for the FV4030/2. This tank was called "Khalid" and with minor modifications, to fit the Jordanian Army needs, deliveries started in 1981. Further development of this vehicle (called FV4030/3) led to the creation of the Challenger 1 MBT. (from reference 1, page 18) (from reference 1, page 44) (from reference 2, page 70) (from reference 2, page 155) Implementation in the game: The vehicle was operated by Jordan, but the prototypes were built and tested by Britain. So this vehicle will appear at the end of the British medium tank branch at 8.3 BR (for Realistic Battles) as "FV4030/2". Since the game has already several prototypes implemented in each country I don't see anything wrong with adding it. Also this vehicle is the father of the Challenger 1, since further development of this tank ended in the creation of it. I'm not an active Arcade Battles player, so I let the discussion on the BR for Arcade Battles to the players who frequent that mode. If you never played the Chieftain in RB, play a couple of matches and you will understand the reason of this post. Ingame performance: This vehicle will perform equally to the current Chieftain Mk3, but it will be faster, much faster. Actually with around 22HP/ton it will be the Mk3's rallycar cousin, for that reason the 8.3 BR (for Realistic Battles). The Khalid used APFSDS, but since this tank will be a prototype ingame (I'm suggesting the FV4030/2), APDS will be enough for it. Technical data: Engine: Perkins Condor CV12 TCA 26l diesel: 1200 HP (895 kW) @ 2300 rpm (reference 3) 4126 Nm (420 kgf m) @ 1700 rpm (still no reliable reference for this) (From reference 3 page 66) Transmission: TN 37 fully automatic transmission (is the transmission of the Challenger 1 MBT) 4 speeds forward (56 km/h max speed) 3 speeds backwards Gun and armor: Same as Chieftain Mk5 Pictures for graphic model: (from reference 1 page 44) (from reference 2 page 155) (from reference 4) I can't find more pictures of the vehicle, but in "reference 4" points to a location where 1 of this vehicles is restored and in working conditions. Maybe somebody in the War Thunder community lives near, can go there and ask to take pictures for the devs. Since Russia and Japan have now 8.3 BR at rank 5, this looks like a great addition to complete the Brithish tech tree along with the Chieftain Mk5 at 8.0 RB suggested by "Vitasalato" in: https://forum.warthunder.com/index.php?/topic/333808-chieftain-mk54-mbt-new-top-tier-uk-tank/&page=1 Many thanks to "Vitasalato" and "Ghost_Rider12" for correcting my mistake in his post, otherwise I would not have checked the info and found this tank Also many tanks to "Vitasalato" for providing the pictures and text from the Rob Griffin's book References: (1) Chieftain Main Battle Tank 1965–2003 - Simon Dunstan (2) Chieftain - Rob Griffin (3) RESEARCH NEEDED FOR MORE COMPACT INTERMITTENT COMBUSTION PROPULSION SYSTEMS FOR ARMY COMBAT VEHICLES; INTERIM REPORT TFLRF No. 296; TARDEC No. TR13669; Approved for public release distribution unlimited November 1995. (reference only for the engine) (4) http://preservedtanks.com/Profile.aspx?UniqueID=2136 (5) http://www.army-guide.com/eng/product3529.html (reference only for the transmission) (6) http://www.moteur-perkins.com/uploads/catalogue/lettre/notice/perkins-manual-6dt.pdf (manual for the engine if necesary) Edited 15/12/2016. Added reference (number 3) for the engine power value. Added torque value, but not reliable reference found yet. From the feedback recieved in the comments, made a clarification on the BR that is for Realistic Battles. Added the spoilers feature to collapse the pictures and make the post cleaner. Edited 17/12/2016. Added new references (Simon Dunstan's book and a link to a description of the transmission). Removed unnecessary references from the web. Added new picture and text from the book. The new reference report that 3 prototypes were finished in 1977, so the year was added to the title. Edited 22/12/2016. Added pictures and text from reference 2.
    11 Points
  46. Listy

    British AA line help

    I wanted to start this thread as a discussion about British SP AA. To me, someone whose spent a good chunk of his life studying British WWII vehicles the line looks... well comical. It looks incomplete, wrong and doesn't feel right. To be honest it looks like a soviet tank tech tree would if I tried to do it. I say this because I recognise my own limitations, in that I know very little about Soviet armour, and am in no way an expert. It comes from the issue that there's too much to study for a few people to become experts on all countries tanks, and most people tend to focus on one nations.   So with that in mind I thought I'd put forward some ideas to improve, polish and generally make the British SP AA line better. A lot of these will be using models and the like that with minor modifications can be re-used in the main line, or are already modelled, so the work load is lessened. I've also included some premium ideas. You may note that the Staghound AA is missing. This has always felt odd to me, with a vehicle that saw service in 1944, going up against vehicles from the 1930's. If we have it in a slightly more sensible time period then its armament becomes largely useless. I suppose turning it into a premium at some point may well work. So without further ado, lets get on with the fun.   The core Line   Lakeman Loyd carrier   Picture: Page 127 of Great tank scandal.   Early in the war the British started looking at AA vehicles, one of the first attempts was by Maj Lakeman (he of the sprung attachment to the top of a normal tank for AA work fame). That work was carried on, and a quad Bren gun mount was devised and mocked up as being fitted to the back of a Loyd carrier with a bit of armour and a turret. Obviously four Bren Guns don't have much ammo, even if you fit them with the drums, and so as an AA tank it'd be bad, hence why its so low. On the plus side you get to use a Bren gun on the Germans!   MKV AA  Boulton-Paul defiant turret   Another early attempt at an AA tank, its a MKV fitted with the turret off a fighter, with the glass removed. Much better ammo capacity and traverse rates is the reason I put it above the Lakemen carrier. Depending on traverse rates and the like it could easily be swapped with... Light AA tank MKI A Light tank MKVIA fitted with quad 7.92mm BESA machine guns in a turret. This is the first in service tank to appear in the list. There was a Light AA tank MKII, which had a lower body but taller turret and was based upon a MKVIB light tank. Equally at about this point the Humber AA MkI could be mixed in.     MKV AA First AA tank designed by the UK, armed with twin 15mm BESA's. Lack of gun production for it meant it wasn't ever taken up. Apparently it spent its life parked outside the gatehouse at Lulworth, where it was designed, having a pop at any German aircraft that got too low.   AEC AA Already in game   Crusader AA MK II Already in game   Crusader AA MK III   Another Crusader AA tank, this time designed for use with the Royal artillery. With a triple 20mm mount instead of the double it makes it a logical upgrade.   Centaur AA MK I The better hull is why I placed this above the crusader, but of course it can be tweaked to above the Crusader MKII AA.   Project 41, Experimental 6X6 Artillery Tractor Canadian again, in the middle of the war a light artillery tractor was devised, and on it mounted a quad 20mm mount. See here.   Tank AA, 20 mm Quad, Skink A Grizzly with a quad 20mm turret, which would have made a nice mess of many things. Quite a few were ordered, but they never entered service.   Crusader AA MK I Already in game.   Falcon Already in game.   Pushing the Boundaries There are, at this time rumours that the ZSU-24-4 will be heading in game. Now that brakes the No-Radar rule I've so far kept to. So with that in mind here are some options to push the game further with radar equipped tanks. These are not really concrete suggestions but are just showing where things might lead if Gaijin wanted too.   Sabre Chieftain tank with a snazzy AA turret mounting a pair of 30mm's.   Marksman This tank works by the principle of Stunning the enemy pilot by looking so absurdly ugly he crashes. Its armed with a pair of 35mm guns to attract the enemy pilots attention quicker. The turret can be fitted to any of a large number of hulls. Oddly the only country to actually by this is Finland. A word of caution, as well as being radar equipped it might have another disqualifying point against it, its a fairly modern piece.   Premiums:   Beaverette MKII AA Your standard car, with a bit of plate and a Boulton-Paul defiant turret on it. Not particularly scary and should be about the same level as the Vickers MKV AA which is so armed.   6 ton AA Although not used by the British it was built by Vickers. And as Siam isn't going to get its own tech tree, its logical to stick it here as a Premium. this was used in combat, against ground targets in WWII. Its armed with a 40mm Pom-pom gun.   M3 Lee AA Conversion Mad Canadians at it again. This was a proposal to create AA tanks from spare M3 Lee's. Simply pop out the turret and stick in three 15mm BESA's while keeping the 75mm gun for keeping pesky locals away. For some reason I can see this being quite popular.   So there you have it, some thoughts on polishing up the British AA tree and making it slightly better. You'll notice I've left out the vast array of Trucks that the British had. These were armed with everything from a few Machine guns up to single, double and tripple 20mm's and even 40mm'#s. They can of course be added and sprinkled around as needed.
    11 Points
  47. Stona

    [Development] Project 122bis sub-chaser

    We are pleased to present another heavy hitting boat that will appear in the War Thunder naval warfare closed beta test very soon: the Project 122bis! The large Project 122bis sub-chaser was developed in the Soviet Union on the eve of the Great Patriotic War. Unfortunately, the war prevented large-scale production, but immediately after the war ended, military command decided to increase the production of Project 122, at the same time performing important modernization efforts. The factories of the USSR turned out to be capable of producing Project 122a and Project 122bis at an impressive pace – enough to even export them to countries friendly to the Soviet Union. Download Wallpaper: 1280x1024 | 1920x1080 | 2560x1440 In War Thunder, we present to you the Project 122bis sub-chaser of the post-war production series. The boat has decent artillery armament: its main caliber is the universal 85 mm K-90 with armor-piercing and high-explosive shells – successfully backed up by a pair of 37 mm automatic cannons and several high-caliber machine guns. The main features of the Project 122bis in War Thunder are depth charges and a special jet-powered bomb thrower for them. This is the first ship in the game with armament like this – the bombs can not only be dropped behind the boat, but also launched ahead and even to the sides! The bombs don’t fly very far, but their steep trajectory allows them to be thrown very accurately. The delay on the explosion of the depth charges will also add significant variety to gameplay – a small area in front of a moving enemy can be quickly mined to send the opponent to the bottom! It’s worth a go! Keep an eye on our devblog and be the first to find out the recent news about new additions to the game! Previous Development Blogs: New ships and first look at Japanese Ground Forces! PT-810: The American Leviathan S-100 (1945): Master of the Seas Type 11 PT-15: Shore Guard Project 183 Bolshevik torpedo boat: Speed and Power The Fairmile D motor torpedo boat: Dog Boat T-14 Class torpedo boat: Single-Engine Seafarer Project 1124 Armored River Boat: Waterborne Katyusha PT-109: Kennedy's Torpedo Boat Armored Gunboat Project 186 G-5 torpedo boat: The Little Terror 77 ft Elco PT-20 Class torpedo boat: Powerful Reserve The Fairmile C - A greyhound with bite D-3 torpedo boat: Warrior of the North New Location: Abandoned Factory Hydropneumatic suspension in War Thunder New Location: Ice Fields and Convoy Mods Lockheed B-34: Hudson’s bigger brother Ki-100-II Armoured vehicles of Japan - Initial Research Tree Type 89 I-Go Ko: First Series Type 3 Ho-Ni III: The Japanese Marder Type 61: The Japanese-style Patton Type 3 Chi-Nu: Last Line of Defense Type 2 Ka-Mi: Beach Patrol Type 97 Chi-Ha: Hope of the Army ST-A1: Stepping into a New Era ST-A2: One Step Closer to the Goal Type 1 Chi-He – An Updated Classic So-Ki: Elusive Twin Guns Type 74: The Height of Technology Type 3 Chi-Nu II - Crouching Tiger Chi-Ha Short Gun: Naval Caliber Type 60 SPRR Object 906: River Mosquito Тu-14T: The Fastest Torpedo Bomber ZiS-43: When You Need a Bigger Bang La-11: The Last of Its Kind Big Boat: The MZ1
    11 Points
  48. Stona

    Update 11.01.2017 (1.65.1.88)

    Fixed errors in the T-54 series damage model with some penetration damage effects on internal modules and components when getting hit from front. Fixed a bug in the IS-3 damage model associated with the reduction of driver’s ability when machine gun fire hits the vision port without penetrating the armour. Fixed a bug in the Ferdinand’s damage model associated with the reduction of driver and radio operator abilities fire hits the frontal additional armour plate with a thickness of 100mm without penetrating the armour. Added the ability to elevate and depress launchers on the IT-1 and Raketenjagdpanzer 2. Adjusted spin-up time on the M163 Vulcan SPAAG. The average time before opening fire is now about 0.5 seconds when you activate the weapon. (Source "MIL-G-45500/3 Military Specification Sheet Gun, Automatic, 20mm: M168") Fixed the order of crew replenishment in SPG’s SU-152 and ISU-122 Reduced the recoil of the Type 60 SPRR. Note: This update applies to PC/Linux/Mac users. If applicable, PS4 Users will receive the update as soon as possible. The current provided patchnotes reflect the major changes within the game as part of this Update. Some updates and fixes may be not listed in the provided notes. War Thunder is constantly improving all the time and certain fixes may be implemented without the client being updated.
    11 Points
  49. JohnGR

    1.67 Rumor Round-Up and Discussion

    @Smin1080p Is another Q&A with Lead Tank Developer BVV_D before patch 1.67, possible? There are many things we would like to ask and in general we need new, fresh information to fuel the discussion in here.
    11 Points
  50. Saltzer

    1.67 Rumor Round-Up and Discussion

    Let's hope this is a good start and not a mediocre end.
    11 Points