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  1. 2.17.0.125 → 2.17.0.126 changes: MiG-21PFM (SPSK) – 2.17.0.124 reverted. 7.62 mm ksp 94, MG 3 A1 – magazine size: 1000 → 200. Raw changes: https://github.com/gszabi99/War-Thunder-Datamine/compare/2.17.0.125..2.17.0.126 The version shown in the launcher / client is often incorrect, as it doesn't take into account the "hidden" updates, downloaded in the background. Current dev version – 2.17.0.126 Current live version – 2.17.0.126
    5 points
  2. I’m out. Playing rank 5, 6 and 7 I’m getting ~8000k points per hour. That’s 2.5 hours a day. To get a sellable coupon I need to invest 50 hours over the next 20 days. That’s not going to happen without either me getting a divorce or I’m having to isolate because of Covid. So with the new format, the time investment is on the same scale as the grindathon market events. It’s interesting that when some events was turned from task based to time based crafting events, many was positive to it because the crafting events was geared towards the tryhard no-lifers, while the task based star events were geared towards the more casual base. Now we’re in a situation where only people who are very good or have way more time on their hands than most people can do any event. We went from events 100% for casuals to 50% casuals and 50% try-hards to 100% events for only the try-hards. In addition battle pass tasks got harder because now everyone is trying to hoard as many score points for themselves. So solo caps for instance is the norm now, raffle than sharing. That means base capture streaks are harder to achieve. I guess no more events ever, as crafting events already was too much for me. ETA: for the task based star events i could reliably get two top prizes. With the score based one I won’t get a single one. I’m happy for those that feel this system work better for them, but they should acknowledge that it’s not better for everyone. For me this type of event is objectively worse. In fact 100% worse since i end up with no prizes at all.
    5 points
  3. Ground vehicles An ammo indicator on ground vehicle machine guns has been added. Available ammo is displayed with a number and a scale, the animation of the filling the scale visually indicates reloading. Coaxial machine guns are combined into a single UI element, while an AA machine gun is displayed separately. The option is enabled by default. You may hide the indicator in Options - Ground vehicle Battle Setting. A bug has been fixed that resulted in visible muzzle flashes while observing from the machine gun sight in Simulator battles or with gunner camera enabled. A bug has been fixed that resulted in normal fire while blowout panels were triggered on the following vehicles: AMX-40, Leclerc, Leclerc S2, Leclerc SXXI, Leopard 2A4, Leopard 2A5, Leopard 2 PL, Type 10, Type 90, Type 90 (B), Strv 122A, Strv 122B PLSS, XM-1 (Chrysler), XM-1 (GM). AUBL/74 — smoke grenades have been changed to the modern aerosol type. ARL-44 — magnification of the gunner’s sight has been changed from standard х1.9-3.5 to х4 (report) IS-3, IS-6 — The AA machine gun is now controlled by the loader. Aircraft F-4E (IAF) — a bug has been fixed where a pylon was missing while equipping AIM-9G missiles. G.91 R/4 — position of the guns has been fixed in the secondary weapon menu while installing AS-20 or AA-20 missiles. Guns now shifted to the right side of the fuselage. MiG-27K— a bug has been fixed where unused pylons were displayed in the custom weapon setup with KAB-500 and KAB-500L guided bombs. EC-665 Tiger HAP, EC-665 Tiger HAD — position of the gunner’s camera in the cockpit has been fixed. A bug has been fixed where in custom weapon setups a bomb drop might temporarily disable any following bombs in the drop order. A bug has been fixed that prevented the display of the nozzle flames in the WEP mode while vertical synchronisation was enabled. A bug has been fixed that resulted in flickering in mirrors and the HUD in cockpit view. A bug has been fixed that prevented the HUD visor from displaying in the cockpit mirrors. Naval IJN Kongo — a bug has been fixed that prevented auxiliary calibre round change in battle. Desynchronization of the reload speed on the reload indicator and in the crew skill tab has been fixed for the bluewater ships. 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. You can leave feedback here
    3 points
  4. Hur dur, I just had 17 air kills and 16 ground kills in air arcade with a score of 4659 in Rank IV (0.9x modifier). Now I have a total mission score of 11214. The thing is, with the amount of kills and assists I have already and something like 11 or 12 air kills in one battle task I would have the star already. Instead I'm like just 1/4 of the way done. Gaijin, you suck. GRRRRRRRRRRRRRRR
    3 points
  5. W tym wydaniu chcielibyśmy opowiedzieć o pracy nad ulepszeniami i poprawkami w grze. Możesz znaleźć informacje o wszystkich aktualizacjach, które zostały wydane w War Thunder na stronie internetowej w specjalnej sekcji. Kontroluj ilość amunicji do karabinów maszynowych na czołgach Ile amunicji zostało w twoim karabinie maszynowym? Teraz będziesz to wiedział, ponieważ dodaliśmy wskaźnik amunicji dla karabinów maszynowych pojazdów naziemnych. Nad ikonami pocisków zobaczysz pasek, który wizualnie pokazuje, ile amunicji ci pozostało, ponieważ jest to przydatne, aby móc ocenić, ile amunicji zostało ci jeszcze do wykorzystania. Pasek ten przyda się również, gdy amunicja będzie się kończyć: pokaże on postęp przeładowania. Liczba pozostałych pasków karabinów maszynowych będzie pokazywana osobno. Współosiowe karabiny maszynowe są połączone w jeden element interfejsu, a przeciwlotniczy karabin maszynowy jest wyświetlany oddzielnie od nich. Cóż, jeśli z jakiegoś powodu nie podoba wam się ta nowa funkcja, możecie ją łatwo wyłączyć w ustawieniach. Panele przeciwwybuchowe zostały znormalizowane Wyobraźcie sobie sytuację: wieża jest obrócona się w bok, zapaliła się skład na amunicję, odpadają panele przeciwwybuchowe. I jakimś cudem ogień rozprzestrzenia się na silnik i inne moduły. Jak to możliwe, że do tego doszło? To był błąd, który dotyczył Leopardów, Leclerców i wielu innych pojazdów. Naprawiliśmy go - nie będzie już więcej niepotrzebnych pożarów. Poprawiono czasy przeładowania dla okrętów Na dużych okrętach zauważyliśmy rozbieżność: karta załogi obiecywała jeden czas przeładowania dział głównego kalibru, ale w rzeczywistości okazało się, że jest inny! Koniec z dezinformacją: czasy przeładowania armat na kartach pojazdów zgadzają się teraz z tymi w bitwach. Wszystko jest ściśle zgodne z protokołem! To nie wszystko Kontynuujemy prace nad ulepszeniem War Thunder. Wizjer hełmu pilota będzie prawidłowo odbijał się w lusterkach kokpitu, płomienie z czopów będą widoczne nawet przy włączonej synchronizacji pionowej, a także naprawiliśmy kilka błędów związanych z niestandardowymi konfiguracjami uzbrojenia. Pełną listę usprawnień znajdziecie w osobnej liście zmian. Sprawdź: OTWÓRZ PEŁNĄ LISTĘ ZMIAN Jeszcze raz dziękujemy za wszystkie zgłoszenia błędów, które przesłaliście na naszej specjalnej stronie.
    2 points
  6. Pojazdy naziemne Dodano wskaźnik amunicji na karabinach maszynowych pojazdów naziemnych. Dostępna amunicja jest wyświetlana za pomocą liczby i skali, animacja wypełniania skali wizualnie wskazuje na przeładowanie. Współosiowe karabiny maszynowe są połączone w jeden element UI, natomiast przeciwlotniczy karabin maszynowy jest wyświetlany osobno. Opcja jest domyślnie włączona. Można ukryć wskaźnik w Opcje - Ustawienia bitewne pojazdów naziemnych. Naprawiono błąd, który powodował widoczne błyski lufy podczas obserwacji z celownika karabinu maszynowego w bitwach w trybie symulacyjnym lub z włączoną kamerą strzelca. Naprawiono błąd, który powodował pożar podczas gdy panele były odrzucane w następujących pojazdach: AMX-40, Leclerc, Leclerc S2, Leclerc SXXI, Leopard 2A4, Leopard 2A5, Leopard 2 PL, Typ 10, Typ 90, Typ 90 (B), Strv 122A, Strv 122B PLSS, XM-1 (Chrysler), XM-1 (GM). AUBL/74 - zmieniono granaty dymne na nowoczesne typu aerozolowego. ARL-44 - zmieniono powiększenie celownika strzelca ze standardowego х1,9-3,5 na х4 (raport) IS-3, IS-6 - przeciwlotniczy karabin maszynowy jest teraz sterowany przez ładowniczego. Samoloty F-4E (IAF) - naprawiono błąd, w którym brakowało pylonu podczas wyposażania w pociski AIM-9G. G.91 R/4 - naprawiono położenie karabinów maszynowych w menu uzbrojenia podczas instalowania pocisków AS-20 lub AA-20. Karabiny są teraz przesunięte na prawą stronę kadłuba. MiG-27K- naprawiono błąd, w którym nieużywane pylony były wyświetlane w niestandardowych ustawieniach broni z bombami kierowanymi KAB-500 i KAB-500L. EC-665 Tiger HAP, EC-665 Tiger HAD - naprawiono położenie kamery strzelca w kokpicie. Naprawiono błąd, w którym w niestandardowych ustawieniach broni zrzut bomby mógł tymczasowo wyłączyć wszelkie kolejne bomby w kolejności zrzutu. Naprawiono błąd, który uniemożliwiał wyświetlanie płomieni dyszy w trybie WEP, gdy włączona była synchronizacja pionowa. Usunięto błąd, który powodował migotanie w lusterkach i HUD w widoku z kokpitu. Naprawiono błąd, który uniemożliwiał wyświetlanie wizjera HUD w lusterkach kokpitu. Flota IJN Kongo - naprawiono błąd, który uniemożliwiał zmianę amunicji dział kalibru pomocniczego w bitwie. Naprawiono desynchronizację prędkości przeładowania na wskaźniku przeładowania i w zakładce umiejętności załogi dla okrętów pełnomorskich. 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.
    2 points
  7. yeah, title says it all. Ive played this game more than 2 weeks now (roughly) and there is really no need for that help key anymore. I could find better things to put there instead of a help which blocks the entire screen when my butterfingers hits it.
    2 points
  8. In this digest we would like to tell you about our continuing work on improvements and fixes in the game. You can find information about all updates that have been released in War Thunder in the website special section. Keep track of the machine guns ammunition on the tanks How much ammo is left in your machine gun? Now you will know it because we have added an ammunition indicator for ground vehicle machine guns. Above the shells icons you will see a bar that visually shows how much ammo you have left because it is useful to be able to gauge how much ammo you still have left to use. This bar will also come in handy when the ammo is nearing the end: it will show the progress of reloading. The number of remaining machine gun belts will be shown separately. Coaxial machine guns are combined into one interface element and the anti-aircraft machine gun is displayed separately from them. Well, if you don’t like this new feature for some reason you can easily disable it in the settings. Blowout panels have been normalised Imagine the situation: the turret is rotated perpendicular to the hull, the ammo rack in the rear cavity caught fire, the blowout panels go off. And somehow the fire spreads over the engine module and other modules. How can it come to this? It was a mistake that affected Leopards, Leclercs and a number of other vehicles. We have fixed it - no more unnecessary fires will occur. Fixed the reload times for ships On large ships we spotted a discrepancy: the crew card promised one time to reload main calibre guns but it actually turned out to be different! No more misinformation: the cannon reload times on the vehicle cards now match those in the battles. Everything is strictly according to the protocol! That’s Not All We are continuing to work on improving War Thunder. The pilot’s helmet visor will be properly reflected in the cockpit mirrors, the flames from the spigots will be visible even when the vertical sync is enabled and we have also fixed a few bugs related to the custom weaponry presets. You can find the full list of improvements in a separate patch note. Check it out: Open the full changelog Once again, many thanks for all your bug reports that you submitted by using our special service.
    2 points
  9. If this mechanism has been implemented, I will bring bombs to get airspawn then, drop them all after few seconds to use A4 as fighter.
    2 points
  10. as an ewent type, its way better than before, ppl actually playing now instead of quitting and you dont need to play specific metas. but its way longer to complete than previous ones. its need to be 30k( or maybe 25k if gaijjin would be generous), and ewen then its gona take more time. before, if u were smart, you could hawe played ground and naval, and be done with all tasks since air worked in both. owerall, beter for gameplay, but worst grind from all summer ewents.
    2 points
  11. Currently, the BR of the AV-8A in the difficulty of simulator is 9.7. Due to this fact, this plane is placed into servers with the range of BR of 9.7 to the maximum br that exists today. The AV-8A has no RWR, no radar, it has no missiles that operate in BVR range, etcetera. That is to say that it has no way to survive against an adversary in a Mig-23 or other such jet which is able to lock onto and to destroy your AV-8A from any aspect. Adversaries in top-level jets lock on to and destroy your aircraft directly after you exit the point of respawn. Many people have experienced being destroyed directly from the spawn by players using such jets. Loosing the silver lions and dying directly from the base is not enjoyable, the AV-8A has no business being in the same server as someone using a Mig-23, F4, etcetera. As it is now, I am unable to use the AV-8A in the mode of simulator ( which is my favorite mode for aircraft and the only one that I play ) because it is at a BR of 9.7 and I have malignant campers adversaries destroying my jet straight out of the airfield. If the BR is of the AV-8A is not changed, then the jet will be totally unplayable for the mode of simulator. I have heard that the AV-8A used to have a BR of 9.3, if this is true, then it was a shame that it was ever changed and the time to reset it in simulator has arrived. ( I believe that it would probably be beneficial to apply this alteration of BR to 9.3 in all difficulties. ) By resolving this issue and resetting the BR of the AV-8A in the mode of simulator to 9.3, such an action would demonstrate that Gaijin is willing to be considerate of the feedback and the experience of the customers. Likewise, if this issue is ignored, then this will exhibit a disregard and lack of consideration and would not reflect positively. Regards,
    2 points
  12. Here is a topic about the AMX M4 and AMX 50 inaccuracy that could eventually be subject to correction if Gaijin's put some good will. i would not content myself to just point out something i do not like and said "It's wrong because i said so", if you know me, you know i am not making up any information and if my information is wrong, that is mainly because my source is wrong. but in the case of those tanks we have the chance to have the primary sources, which make it easy for me to have strong base to claim it to be accurate. the sources would be exposed in hyperlink put in the area where the concerned information are. FIrst, i would only talk about the AMX M4 and AMX 50, because they are the same tank. if people did not know, the AMX M4 was the first name of the AMX 50 and outside of the turret, few things had changed and there was a handful of AMX 50 built with different turret. in those i do not include the AMX 50 Suburbanite and AMX 50 Surblindé as they are completely different tank who was redesigned from scratch as the French army was unsatisfied with the AMX 50. it is to know that while the AMX 50 was been designed, the chassis was pretty much finished and tested, but the turret was not yet decided. if the tank was meeting the requirement of his development already in 1951, those requirement changed in order to match the most recent Russian tank been introduced into services. the 90mm gun was just not enough anymore and a 100mm was desired and by the time it was ready, a 120mm was asked. and so on. the AMX 50 was pretty much always a step behind what France wanted and that led to the tank never been put into production. there was serial other turret mounted on the chassis, either as testbed or as a prototype of a potential production, the Char 25T and Char 40T first had their turret mounted on AMX 50 to test the turret as it was ready before the chassis and the AMX 50 was waiting for their new turret. so we will focus on the AMX M4 AMX M4 the AMX M4 was the first AMX 50 built and working. it was intended to have a 90mm turret with a pretty decent mobility. it was inspired by the Tiger II and Panther from WW2. the tank was intended to have the firepower to engage any existing tank, have good mobility, have good protection and more importantly, to have the capacity to fight multiple targets together while been alone. this force the development of the auto-loading system and allow France to count on the quality of their tanks over the quantities, as it was clear that France couldn't hope to catch up with the massive number of Russian tanks which was the main treat to France. The AMX M4 was a first MBT by facts built in France. even if back them it wasn't named MBT, it remain that the AMX M4 have every characteristic of a true MBT, Now for the inaccuracy The gun the AMX M4 never had the 90mm SA45. this gun used by the ARL-44 was just not possible to be used in the oscillatory turret and beside, it wasn't powerful enough for the french need. the AMX M4 had instant receive a new gun who was specifically designed to have an auto-loader and so a oscillatory turret. this gun was officially named 90mm SA47. it also have a variants called 90mm SA46 which was a manually loaded version intended for the conventional turret of the AMX M4 who was for a time designed for the AMX 50 in the late 40s. this other tank was never built and was only in the drawing board. as this Game is Called War Thunder and not World of Tanks, we should not even consider this other tank as a potential addition. the 90mm SA47 have different rounds than the 90mm SA45. they had a bit more velocity and a bit more weight. which make them a lot better the Gun's elevation the Warthunder wiki indicate an elevation of -8°/+15°, the inagme card as well, only this is fake. the real in-game elevation is -8°/+10° which can be confirmed by measuring the angle ingame and checking the code of the game which limite the elevation at +10° in all direction. but why having the elevation nerfed? mainly because the information from the reference said one thing, and the 3D modelling was just terrible. the turret bustle is a bit too long and this cause the tank unable to get 15°. the tank still get 11.3° forward on the AMX M4 and will reach 15° on the side and rear as there is not reason not to get it. but why was it indicated -8/+15 ingame? that is simply a developpers mistake. apparently they saw the documents and realized the turret couldn't reach it because there is obstruction on the rear of the hull, this led to the whole tank having a limite of 10° and the information was left unchanged. the documents is pretty clear it should be -10°/+15° when there is not obstruction. Missing roof LMG while been indeed absent on many pictures. it remain the AMX M4 was having a pair of 7.5mm MAC 31 LMG installed on either side of the small shield found on the loader's hatch. this turret was intended to be used for close defence. the only reason it wasn't installed was, they wasn't needing it for the test. the machine-gun and this sort of turret was tested on their own and working, the same turret was used on the AMX 50 and is present on the blueprint. on the picture, only the machine-gun are missing but that is not a big deal. it only mean they was stored. it would take like 2min to install them. the elevation would be -17.5°/+15°. since the turret is moving with the gun, auditioning the +15 of the turret elevation give +30° to the machine-gun. this make the LMG fairly capable to scare off some aircraft even if the 7.5mm wouldn't be much effective at this BR. Wrong Fire rate the current fire rate is around 8-9 round per minutes. but the correct historical fire-rate is 12 to 15 rounds minutes. despite of the common belieaving, the fire-rate speed of those autoloader was not regular. the more empty it get, the slower it was as the revolver magazine become less balanced with his weight making the engine need to use his power to turn it. this effect is explained in the Aberdeen test of the AMX 13. the turret armour to put it simply, the turret armour is completely off in-game, but to be fair, the armour is complicated. it is far from as thick as it should be. the value is between between 30% and 70% bellow the real value, which is making it pretty much a far off the real protection. the best would be to give it variable thickness on most of the frontal part. here is a way to figure out the value of the armour, i made a analysis for people to understand it. there is 3 part of the turret that was cutaway and each have an analyses of the armour thickness based on the pixel count.
    2 points
  13. It feels like 30k would have been a better number. 40k is going to turn too many people off.
    2 points
  14. now that you mention it, i forgot there is a bur report about it it should have 4 to 5 sec reload. i will add up those infos.
    2 points
  15. I think this is the first time I've seen complaints about the SU-100 of all things
    2 points
  16. First day done. overall this new task system is better than past events if you have top tier ground, air and at least 1 rank III bluewater ship. if this were the old task system, only my tank and plane tasks would have this progress considering the time I spent.
    2 points
  17. No. We will not organize witch hunt. Thread locked. Please re-read our forum rules.
    2 points
  18. The score demands of the event are absurd. Even to get through one third of the event requires someone not have any work or other commitments for the entire event. There is no event, no extra fun to be had. It's just an extreme chore with fear-of-missing-out.
    2 points
  19. To powiedz jakich mnożników potrzebujesz to zrobię screeny, bo u mnie działa bez problemu
    1 point
  20. Hi We do not wipe any accounts, even if you do not play 9years, you can return to game and have all your unlocked/purchased equipment on place. Please double check if you did not confuse two different Sherman tanks (we have a lot of them in game). If you still think that something is missing, please send a ticket to support via this site https://support.gaijin.net/hc/en-us (log in, send ticket). They will check logs on your account. Cheers!
    1 point
  21. Jak przełączysz tryb gry w hangarze to będzie wyświetlało inny mnożnik trybu gry w zakładce osiągnięć
    1 point
  22. Véhicules terrestres Un indicateur de munitions pour les mitrailleuses des véhicules terrestres a été ajouté. Les munitions disponibles sont affichées par un nombre et une barre, l’animation de remplissage de la barre indique visuellement le rechargement. Les mitrailleuses coaxiales sont combinées en seul élément de l’interface tandis que les mitrailleuses AA sont affichées séparément. L’option est activée par défaut. Vous pouvez cacher l’indicateur dans les Options - Paramètres de bataille de char Un bug causant l’apparition des flashs de bouche en regardant à travers le viseur de la mitrailleuse en SB ou avec la vue tireur activée a été corrigé. Un bug causant un incendie normal tandis que les panneaux anti-explosion étaient en cours de fonctionnement a été corrigé sur les véhicules suivants: AMX-40, Leclerc, Leclerc S2, Leclerc SXXI, Leopard 2A4, Leopard 2A5, Leopard 2PL, Type 10, Type 90, Type 90 (B), Strv 122A, Strv 122B PLSS, XM-1 (Chrysler), XM-1 (GM). AUBL/74 — Les grenades fumigènes ont été remplacées par le type d’aérosol moderne. ARL-44 — Le grossissement du viseur du tireur a été changé de x1.9-3.5 à x4 (report). IS-3, IS-6 — La mitrailleuse antiaérienne est désormais contrôlée par le chargeur. Avions F-4E (IAF) — Un bug où un pylône manquait en ayant équipé les missiles AIM-9G a été corrigé. G.91 R/4 — La position des mitrailleuses dans le menu d’armement secondaire en installant les missiles AS-20 ou AA-20 a été corrigée. Les mitrailleuses sont désormais du côté droit du fuselage. MiG-27K— Un bug où des pylônes inutilisés étaient affichés dans une présélection customisée avec les bombes guidées KAB-500 et KAB-500L a été corrigé. EC-665 Tiger HAP, EC-665 Tiger HAD — La position de la caméra du tireur en vue cockpit a été corrigée. Un bug où, avec un emport customisé, un largage de bombe pouvait empêcher temporairement le largage des bombes suivantes dans l’ordre de largage a été corrigé. Un bug empêchant l'affichage des flammes dans la tuyère en mode WEP avec la synchronisation verticale activée a été corrigé. Un bug causant le clignotement des miroirs et du HUD en vue cockpit a été corrigé. Un bug empêchant le viseur du HUD de s’afficher dans les miroirs des cockpits a été corrigé. Naval IJN Kongo — Un bug empêchant le changement des obus de l’armement secondaire en bataille a été corrigé. La désynchronisation entre la vitesse de rechargement sur l’indicateur de rechargement et dans la fenêtre de compétence de l’équipage des navires de haute mer a été corrigée. Ce patchnote reflète les principaux changements apportés au jeu dans le cadre de cette mise à jour. Certaines mises à jour, ajouts et correctifs peuvent ne pas être répertoriés dans les notes fournies. War Thunder s'améliore constamment et des correctifs spécifiques peuvent être mis en œuvre sans que le client ne soit mis à jour.
    1 point
  23. This. I don't feel that with my workload i will get this event. 40k is too much... well it is not if you can find good games. For example last game i was rewarded 3,5k points... it was 5 kills air RB (and 1-2 GTs), but i can't expect every game being like this and still i'd need 13-14 games to make the score. Let's say you need 10 games per day in my case, with my work i don't see it viable and having a life (because summer). Maybe it's a "me" thing... and i can't say i'm too invested in the game or the event currently, but at least with 30K pts i could see it deserving a try, with 20 games in 3 days (just a calculation) being viable... I'm not even whining (mostly because i don't really care about the rewards), i just thought 30K pts is more viable when we talk about adult people with jobs, families , friends , girfriends/boyfriends etc. especially on summer. Another thing is, only ground has "small" reward (4 stages)? The others only 8/9/10? Or did i understood wrong? Because if that is the case i'd better go for ground...at least i'll take the "small" prize since after August 20th i'll have a better schedule and maybe some free days off work (since no vacation this summer).
    1 point
  24. You know the next step though, make a Suggestion (I'm sure this small change would garner support and a great quality of life upgrade). (I actually removed my F1 key for a small duration but for some reason it throws me off and kept going backwards (for me F2 and F3 are cruise control))
    1 point
  25. Don’t spend silver on them. They are the same as the April loot boxes. They are a complete waste of sl but hey, if you want to throw all your sl away who am I to judge.
    1 point
  26. 1 point
  27. This is a petty take, the only thing you are owed from a premium vehicle is the bonuses that they offer. These bonuses are offered across multiple game modes, not just sim. Does it suck that they are semi-useless in EC7 right now? Yes, 100% it does. Hopefully we will get some more updates to sim which includes a new BR bracket that will reduce the compression. Considering the sheer amount of people that fly the premium AV8 and other high-payload aircraft to simply grind out their RB lineups in sim, how can you be surprised that these things are especially targeted? If you want a better chance at survival, play on maps with more terrain variation (Vietnam, Afghanistan), you can hide in valleys etc and stay off radar much easier. This will be a much better tactic than verbally abusing people who are being 'interceptors', and frankly that attitude will get you zero sympathy from most of the sim community.
    1 point
  28. The FAA branch could use some more planes for mid tiers that aren't Seafires.
    1 point
  29. Because it's not balanced just by the technology but also survivability, mobility, agility, and firepower.
    1 point
  30. Hey guys, we'll be having a look at a rather interesting support vehicle for France today: the AMX-10RCR T40M This vehicle is nothing more than a demonstrator and testbed for the T40M (manned) turret. It was shown at the SATORY exposition in 2013. The vehicle features an early version of the turret that we now see on the ERBC Jaguar, the latest support vehicle to have entered service with the French army. While that vehicle's hull was still developing, the turret was already in a further stage. Test firings had to be done; therefore, the turret was mounted on top of a pre-existing AMX-10RCR hull, resulting in this vehicle. While it might only be a one-off testbed, I still feel like this vehicle could have a place in the game. The turret found on this vehicle is an early version of the T40M turret, this one has 2 crew in it, and, unlike the ERBC Jaguar, lacks the Akeron missiles. Instead, the boxes on the side of the turret are mockups that would be able to hold other ATGMs. Likely these missiles would be either HOTs or TOWs. It fires case telescoped ammunition, which gives the weapon a great punch for its size. The cannon can fire a very wide variety of ammunitions: GPR-AB-T, GPR-PD-T, APFSDS-T, TP-T, and TPRR-T. The APFSDS has up to 140mm of penetration against NATO standard RHA and features a muzzle velocity of over 1500m/s. The gun also has excellent elevation limits, from -10°to +45°, which gives the vehicle great flexibility in its engagement choices and even allows you to attack aircraft and helicopters. The turret holds 60 rounds of ammunition ready for use with more being found in the hull. The gun has a fire rate of up to 200 rounds/minute or up to 80 rounds/minute with high accuracy. Besides the main gun and (possibly) ATGM launchers, the turret also features a remote weapon station. This RWS has a 7.62mm machine gun mounted. As far as mobility goes, the vehicle obviously profits from the excellent characteristics of the AMX-10RC we know in-game. The 6x6 vehicle is powered by the Baudouin GF-11SX diesel engine, developing 280 horsepower. The overall empty weight of the vehicle should be around 14400kg, a small reduction compared to the 15000kg of the AMX-10RC. This difference is the result of the new turret weighing 3800kg, which is 600kg less than the TK105 turret which supposedly weighed 4400kg (assumption made based on the weight of the very similar TGG turret). The vehicle doesn't have steering wheels, instead using skid steering. The principle is similar to how a tank turns, with the wheels on one side turning faster or slower to turn the vehicle. It can also turn in place by driving the wheels on one side forwards while the others go backward. Unlike the AMX-10RC though, the added armor of the RCR model means that the vehicle is no longer amphibious. Protection-wise, the vehicle profits from the changes that were made in the RCR upgrade program that this vehicle is based on. It features side skirts as well as some extra armor on the front of the vehicle. This should give the AMX-10RCR T40M a small but noticeable survivability increase over the AMX-10RC in-game. The turret features STANAG level 2 protection which means it can survive 7.62×39mm API BZ at 30 meters at 695 m/s. This should make you immune to most small arms fire to the turret, but you are still vulnerable to 12.7mm armaments. General Characteristics: Crew: 3 Weight: 14400kg Engine: Baudouin GF-11SX diesel engine (280hp) Power-to-weight: 19.44 hp/t Maximum speed: 85km/h Length: 9,15 m Width: 2,95 m Main Armament: CT40 40mm cannon, firing case telescoped munitions of the following types: APFSDS - Armour Piercing: 1500m/s muzzle velocity, 140mm penetration against RHA. GPR-PD - Point Detonating: 1000m/s muzzle velocity, 210mm penetration against concrete. GPR-AB - Airbust: 1000m/s muzzle velocity, 210mm penetration against concrete. TP - Target Practice: 1000m/s muzzle velocity Secondary armament: (optional) HOT (likely HOT-3) ATGMs firing from launchers mounted to turret side. (whether or not these launchers are made functional is entirely up to the devs, the launchers on the vehicle were only mockups). Remote weapon station with 1x 7.62mm machine gun. Smoke dispensers: 12x Turret rotation speed: 60°/s Gun elevation/depression limits: -10° to +45° Additional features: Laser rangefinder. Acoustic gunfire detector. Latest generation thermal sensors. Fully stabilized main gun. Place in the game: While the vehicle was never destined to be a production vehicle, I still believe this one-off model has a place in the game. This vehicle, together with the VBCI 2, offers something great to the French tree, a truly top tier support vehicle that doesn't have fire-and-forget missiles. They should therefore be much easier to implement than the ERBC Jaguar which does have them. This means that either of these vehicles are perfect additions for the current state of the game. Being more than adequate support vehicles while we wait for the ERBC Jaguar to no longer be outrageously overpowered. Implementation-wise I think this vehicle is best suited as a premium/event/squadron vehicle due to it being a one-off. The VBCI 2 would then take up the role of tech-tree vehicle since it is actually planned to be produced as an export product. Sources: Additional images:
    1 point
  31. +1, looks like a fantastic light vehicle addition to the tree!
    1 point
  32. And do you know that you are free to land at the runway, repair, and J out to hangar to exit games where your desired or intended job is done? If you're so bored after killing all the aircraft, why not land at your runway and leave the round? Your preferences should not automatically deny planes whose entire purpose is PvE all of their value. Or does the mere chance of fringe cases where you need to get your hands dirty clipping grass to finish a round once in a while bother you that much? Better yet - why not have the fighter mains give up something? Tweak ticket values of all objectives such that each one takes out no more than 50% of the bar when completed. Each round is a "best 2 out of 3" that 99.9% of the time will be "wipe all planes and either fully finish one PvE objective or complete part of both PvE objectives." If a fighter main has a problem with getting their hands dirty clipping grass, they are free to land at the nearest friendly runway and leave to queue for next round. The current mode already is this. It just still tries to pretend that it isn't.
    1 point
  33. Both the AV-8A and the AV-8C were moved out because of the AIM-9G Sidewinder they carry. It's too strong for EC6 aircraft to deal with since this bracket is mostly fighters that carry 1st generation IR missiles. And many of them lack countermeasure capabilities. They are fine where they are for now. The problem is EC7 is compressed at the moment with certain aircraft like the F-14A and the MiG-23MLD. They need to be moved into a new EC8 bracket, and that won't happen until the devs add more aircraft per nation in order to create a new EC BR range from 11.0 to 12.0. Until then, you can't really play any 9.7 aircraft for now. Just skip them for the moment until EC8 goes online.
    1 point
  34. 6.7 - 6.3 would fit better, since the Flakpanzer 341 and Kugelblitz are 6.7 with enclosed turrets.
    1 point
  35. Great work ! Given that you have access to primary sources, would you know the fire rate of the autoloader ? The 90mm's rate of fire always seemed odd to me seeing how incredibly fast the 100mm reloads. The technology behind looks relatively similar, such a jump in firepower for a heavier shell felt weird.
    1 point
  36. Sans compter que pour faire tank + avion + navire tu doit jouer des mode de jeu que tu n'apprécie pas forcément ...
    1 point
  37. Click your profile picture > Achievements > Summer Quest
    1 point
  38. I to by było uczciwe przy obecnych mnożnikach l. A tak, to grind do porzygu. Bez przyjemności. No chyba że docelowym klientem jest nerd bez życia osobistego i pracy. Bo nagrody zbyt mało ciekawe, by kupić za prawdziwą kasę, a nie warte poświęcania aż tyle czasu. Szkoda. RIP Summer event.
    1 point
  39. Whaling it just enables them. It'll just be worse next year if they know people get frustrated enough to buy it.
    1 point
  40. Die besten waren die alten events. 2018: Da gabs: -Erreiche 2000 Punkte in 7 schlachten (4 in RB/SB) -11/3/2 kills in einer schlacht -30/15/10 kills insgesamt. 4 gefechte und man war durch. Ich kann mich an eins erinnern das hatte die 2000 punkte und zusätzlich 4 mal erster, das war ein absolutes Geschenk. Das war in kürzester Zeit gegessen. Jetzt haben wir im Prinzip 2000 punkte in 20 Schlachten. Vor allem da ja die punkte überall gleich berechnet werden. Das heisst umso schneller der modus, umso schneller gehts. Ohne zusätzlichen Multiplikator ist AB jetzt völlig übervorteilt. Die events werden immer weniger durchdacht.
    1 point
  41. 鉴于现在海战里的脚本战士已经多到令人发指的境界,而且好像以目前情况看来并没有一个较好的反制手段。可不可以给成功举报bot的玩家一点实质性的奖励,比如10w狮子头,2天高账,几蜗牛币之类的。这样玩家有了收益,海战环境和热度得到了提升,双赢.jpg
    1 point
  42. I've been telling people for YEARS, we need to move to a "production block date" matchmaking system. For example, the P-51D-5, with its 67" of manifold pressure, would be a Spring of 1944 aircraft, while the P-51D-10 and D-30 are approved for the later boost settings of Summer 44 to Summer 45. Also, no more of this randomized team garbage: factions should make sense for the map they are on. Saipan should NOT have German Aircraft over it, and France will NOT have any reason to have Russian or Japanese aircraft flying over it. Yes, I am aware that means the P-51D-30 will face Me 262s. That's still better than facing MiG-21s in an Me 163
    1 point
  43. Devs are aware of the server issues and working to get rectify them.
    1 point
  44. Today's results, still around 3K SL in the hole.
    1 point
  45. So FYI so that everyone knows who reads this post. The Zrinyi I has the following inaccuracies: Penetration: missing german APCR, less ammo and the rockets should have +6,5 and +45 controllable elevation and not the 0 and +10. Mobility: wrong max speed Armor: needs further research but there are problems with the mantlet the LFP and Hungary produced 75mm AJAX armor which was used for the Zrinyi tanks too as frontal upper plate. soooo. it seems like Gaijin used the Kubinka Zrinyi II tank possibly which is a mismatched post war russian throphy tank, not a fully original superstructure. 3D modell has the wrong exhust that limits the rocket elevation See the difference?
    1 point
  46. The Ho-Ri Production doesn't fill much of a gap. While nothing can directly replace it, a plethora of vehicles can be placed around it that would make it a tad irrelevant such as: Bloat 6.0~7.0 with more HEATFS vehicles like Type 60 SPRG variants or the STA-4. Add some more ATGM carriers, like the four-launcher prototype of the Type 60 ATM or one of the several jeep-based carriers. Bloat 7.7~8.3 with the base Type 74, more STB variants, or the B78 prototypes. Since it is a completely fictitious vehicle, Gaijin should remove it when they have the chance to. The only obstacle to that is that Japan doesn't have anything that can fulfill its role at 7.3. Everything they do have would either be added above or below it.
    1 point
  47. But not as bad as Japan TT. Since the TT is so small (ground vehicles) and mediocre performance, player who has mindset such as: 1. I'm playing for fun 2. Already researching the repair cost every nations that's the Japan has expensive repair cost. Example, if I play in ground RB at 9.0 it's simply has the best line up for Japan TT such as, Type 16, Type 93, 1 aircraft, and type 87 RCV. This line up came at a cost, which is expensive repair cost.
    1 point
  48. The only tank tree without any US tanks so far is Sweden. All the other tank trees have multiple US tanks, either copy paste and modifications. Germany has the M41, M48, M47 and M4. Russia has multiple WWII US tanks. Italy is packed with US tanks. So is France. Japan received several US tanks to fill the gaps. Half of the Chinese tank tree is American. China and Italy got the M113 TOW, while the only TOW carrier is an squadron vehicle. Italy and Japan get the M36Bs despite both being serviced in WWII and Korea by the US and even tanks like the M4A4, which were used in the US before being shipped to Europe aren't even offered as a premium. The only other tank tree to feature multiple non-premium tanks in other tank trees is Russia and UK but it is limited exclusively to the Chinese tank tree and the Israeli tank tree and Sweden in a much minor scale. The only German tank tree tank in other tank trees? A single Stug on the Italian tank tree. All the other vehicles are either singular premiums or event tanks. Meanwhile: And this is already outdated, there have been more US tanks added. Make up your mind. Don't go around saying that the US isn't the only one being done with that and then coming up with this non-answer.
    1 point
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