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Found 7 results

  1. Third time's the charm. Plus I'm finally putting this into the section in which it belongs. This is a continual work in progress, so there will be gaps in the information provided. I'll stuff update notes into this post somewhere, mostly to keep me on track as I add to the guide. This guide is written by someone who mostly plays Air RB I'll start the guide with some important rules to remember as an attacker. This is in no particular order, but should cover some of the more common difficulties facing ground attack units. Bomb fuse settings are incredibly important to a ground attacker. Assault fuse is never a good idea. Even if you drop low enough for the delay to apply, not even most jets will clear the blast radius by detonation time. .5 second delay is fine for a small, fast attacker, but it is important to make sure you're going as fast as possible when you drop 1-2 second delay is enough to let you get clear of most explosions, but you must remember to lead your targets to ensure maximum effect. Bomb effectiveness is unreliable, particularly against AI vehicles. Bombs on a delayed fuse will pass straight through AI targets. I'm not sure why. This is especially frustrating against ships, where your bombs will not hit the deck and pierce armor before detonating, but go straight through the ship into the water and do less damage Because of this, bombs with an armor piercing component do not actually benefit from this component, at least against AI tanks and ships. Also because of this, skip bombing, while a devastating tactic in real life, is a waste of time in War Thunder. Rockets are devastating, but inefficient Most rockets have a very specific angle of attack from which they can be most reliably deployed. Outside this AOA, they quickly lose accuracy. Upgrading your crew's "Weapon Maintenence" skill can improve this issue considerably, but rockets will always suffer in accuracy when deployed from bad angles and speeds. Even small rockets and anti-air rockets can severely damage or destroy a tank, provided a direct hit. Almost all rockets are a definite kill against lightly armored targets within the blast radius. Despite their effectiveness, rockets are horribly inefficient. Most are fired in pairs, meaning that even someone with perfect accuracy will be using two rockets for every target engaged. Regarding changes from the New E.R.A. update. Rockets are now much less effective without a direct hit against their target. Most rockets will still kill light tanks with a near miss, medium tanks with a direct hit, and heavy tanks with multiple direct hits. Russian RS rockets are no longer as effective against tanks. They will still do damage, but are best used against fixed installations and unarmored targets RBS rockets have a HEAT warhead, and are a lot more likely to kill a tank or pillbox with a direct hit. American HVAR rockets are still able to kill tanks, but require direct hits to the side, top, or engine. American M1 rockets are still able to kill tanks, but are also hideous tubular drag-inducing monstrosities that aren't discarded after firing. British RP3 rockets are still able to kill tanks, but have a tendency to fire with less accuracy than if you crawled out on your wing, disengaged the rocket from the rack by hand, and threw it as hard as you could in the enemy's direction. Anti-tank cannons are highly efficient, but difficult to use. Cannons with strong Armor piercing loadouts are the most efficient way to attack ground targets. But they require a lot more skill and understanding than rockets or bombs. Small caliber AT cannons require a steady approach and aim, to ensure as many shots on target as possible. A planned approach is especially important. Your target will often be surrounded by trees, hills, and major historic landmarks. These three things can mess up your aim and shots on target, and your approach must aim to keep these obstacles out of the way as much as possible. Large caliber AT cannons require good rangefinding and trigger discipline. Most attackers that mount large AT guns will also mount smaller caliber guns in tandem. The best way to utilize this is to set your ideal firing distance (usually 400-500m), and turn on vertical targeting. Set up your controls to let you fire small and large caliber weapons separately. As you approach your target, open up with the small guns to get range and aim. Once you're in range and getting converging hits with the small guns, fire with the cannon. Vertical targeting calibrates your guns to converge exactly at the set distance, accounting for drop. Thus, your small guns will be giving you an accurate idea of the drop of the cannon round. (but not the lead. That's up to you) Two of the largest caliber AT guns, the Bk5 and the Bk 7.5 (on the Me-410 /u4 and Hs-129 B3 respectively), have two different types of anti-tank ammunition. The first is APCBC with explosive filler. The second is tungsten cored APCR. The difference can be determined by opening the modifications menu for the plane and going to the drop down ammo selection for the cannon. Hovering your mouse over the ammo type will bring up its stats, including armor penetration values and amount of explosive filler. While APCR is able to penetrate more total armor, APCBC with filler does more damage overall. Tactics for Specific Aircraft I think it'd be best to start with the standard around which most other attackers can be judged. IL-2 Sturmovik Moving on, let's talk about the king of American CAS, the P47 Thunderbolt. The only other CAS plane to live up to the P47's name is the A-10 Thunderbolt II, and to accomplish that, they had to slap a cannon on it that can saw a modern MBT in half. P47 Thunderbolt Next, we'll talk about one of the earliest cannon-based attack planes available. Hawker Hurricane Mk IV Duck hunting would be a lot less cruel if ducks were given Pak-40s. Henschel Hs-129 B Next, the German tree's highly underrated, but obnoxiously quirky fighter-turned-attacker-that-absolutely-isn't-labelled-right-in-game. Focke-Wulf Fw-190 F8
  2. Updated for the Japan map and BR 8.0+ bracket In Patch 1.67, Gaijin introduced the Assault PvE mode for Ground Forces. While rather unpolished, I find this mode to be a rather fun practice mode for me that happens to give some rewards a viable mode for grinding tanks if you can win consistently. Nevertheless, this mode can be rather frustrating to players who are not familiar with the mechanics of the mode. I have played quite a few battles in this mode and won a fair amount of times, so I would like to at least help you increase your odds of winning, and to explain the mechanics that Gaijin has, in their characteristic way, chosen to keep as opaque as possible. As with this game in general, a little bit of teamwork can go a long way. Unfortunately, random being what it is, you should generally not expect too much from your team. Just do your best to minimise the amount of stuff the less capable ones have to deal with, and the wins will eventually start coming in. Before I start explaining the mechanics, it's very important to accept that you're probably going to get killed by the bots at some point, possibly multiple times, in the most BS of ways at times. You have unlimited respawns, however (as I will explain later), and unless you die and respawn in an expensive tank a lot, you will easily make back the spawn cost if you win. Try not to get frustrated. ALSO, this is War Thunder. Don't expect your teammates to do anything. Squad up with someone competent if you want to win more. Lesson 1: Basic Mechanics In Tank Assault mode, when enemy AI tanks enter the square area surrounding your base on the minimap, you will start losing points. The more AI tanks are in the square, the faster you lose points. Once your points reach zero, you lose the game, like in PvP. This means that you should strive to delay any waves of AI tanks for as long as possible from entering the square, and any AI tanks in the square should be Priority One for destruction. In the meantime, several enemy attack aircraft will spawn, attacking player tanks with rockets and bombs (or guns for the Ju 87 G-1). It is not necessary (but highly recommended) to destroy the aircraft in order to win the mode. There are four (4) maps in Tank Assault: Mozdok, Kursk, Sinai, and Ardennes, where you will fight the Germans, Soviets, British, and Americans, respectively. Combat mechanics are otherwise the same as in normal Tank Arcade battles, with two important exceptions: 1) Unlimited Respawns You can respawn in any tank for approximately 40% of its Arcade Battles repair cost (20% for BR 8.0+ vehicles). There is no more timed lock on destroyed vehicles as of 30/9/2017, so bring as many as you like (or can afford to spawn). 2) Bomb Fuses Unlike in PvP, bombs from both player-controlled and AI planes will detonate immediately upon impact. The red counter with a star on the bottom of your screen tells you how many waves there are left. You can refill ammunition in the white circle in your base, just like in PvP, but (A) that makes you a sitting duck for the AI tanks and planes since you must stand still, and (B) you refill ammunition so slowly with most tanks that it's easier to just respawn if you run out. Winning Tank Assault gives you about 25,000 SL and 5,000 RP (with premium account) for the 2.7–3.7 bracket (which is, in my opinion, the easiest one to win), varying a little depending on your number of kills and your score/place on the team. This reward scales with the BR bracket, going up to about 8,000 RP and 50,000 SL for 6.7+ if you win. The first match of the day will also give you a 300% SL or RP booster if you win. The booster will be significantly worse if you lose. Lesson 2: The Enemy In each wave, three (3) groups of AI tanks will randomly spawn at predetermined spawn locations on the map. These groups will then make a beeline towards the square that you must defend, following a preset route and stopping at its edge. This means that it is quite possible to setup ambushes and flanking routes beforehand to destroy them relatively quickly. Of course, you only have five (5) seconds between waves to prepare, and the spawns are unknown until the wave actually starts, so you will have to act quickly. The AI tanks may, of course, use their turrets and shoot at players while moving towards the square. Being AI, and due to the way accuracy and aiming mechanics work in War Thunder, they are far, far more accurate than any human player could ever hope to be in this game while firing on the move without a stabiliser. The AI will generally prioritise the closest threat to them, but you should absolutely not be surprised at getting killed by the AI moving at full speed from 1 km or more. The AI does not intentionally target weakspots, but will sometimes get lucky and hit them at longer ranges. It will also not deliberately angle its armour towards players, so flanking is definitely a very viable option to deal with the AIs in heavy tanks. The AI tanks repair their crews and modules very quickly (about as fast as a player in Arcade with fully maximised Field Repairs and Agility skills), but do not use the Fire Extinguisher. This means that setting an AI tank on fire is an efficient way to kill them, unless they are in the square and need to be destroyed immediately. You should generally leave AI tanks on fire alone and concentrate on higher priority targets unless they are in the square. The AI appears to use the stock shells on the tanks it drives; use that knowledge to your advantage if you know the tank's capabilities. It will also sometimes use the tank's AA machine guns to target player aircraft, but not ground vehicles. All AI vehicles are full upgraded, including with add-on armour if available for that vehicle. Lesson 3: The Maps There are currently four maps in Assault Mode (Japan does not have one). Here I will attempt to give you a summary of where the AI spawns and how it moves, as well as some places to go. You can, of course, just camp in the base if you want, but you will only have yourself to blame when (not if) you get sniped by the AI. Ardennes Ardennes has a lot of options and cover, and is arguably one of the easiest maps. Locations 1, 2, and 5 provide excellent cover, and can effectively shut down the North to AI waves with a competent player in a decent tank there, especially with the excellent side shots it allows. They will effectively make the AI spawning at E, F, or G a non-issue. 2 will also give you shots on Wave A when it reaches the base, if the tanks are tall enough. Location 3 can counter A, B, and C spawns. The house will cover you from enemy fire in the lower BRs, but it is no longer viable at 6.7+ because the AI will drive by both sides of the house due to the sheer number of tanks per wave. Location 4 counters A and B when they enter the base. Location 6 is for countering B and C with houses for cover, although you risk getting shot in the back if the AI spawns at D. Locations 7 and 8 are for base campers if you don't feel like flanking or are too slow, and will cover the North, West, and South. Kursk Kursk is unique in that the AI only comes in a 180° arc, instead of from all directions. There is very little cover outside of the base, so most of the locations are just particularly good base camping locations. Location 1 lets you go hull down and will counter A, B, and C. Location 5 is mostly there if you want to flank the F wave. The other locations are mostly just common defensive locations. Don't be afraid to charge out at the AI once they approach the base if you cannot penetrate them frontally. Mozdok Mozdok has a lot of good locations, but you can and should move about depending on where the waves spawn, as there is a lot of cover. Location 1 can single-handedly shut down the North, countering A, B, and G. Location 2 is the most versatile location. It will counter C and D, and allows you to shoot at Waves A, B, and G when they enter the square. Locations 3, 4, and 5 are situational depending on where the AI spawns. They are very exposed in some directions and should only be used as needed. 5 in particular is useful for countering D, E, and F. Location 6 is for countering E and F if you can't get a shot from the North and need to move quickly. Location 7 is for getting better shots on A and/or G, but can be shot by AI spawning at B or C if you are not careful. Sinai Sinai is easily the hardest map in Assault Mode. Pick whether you want to go North or South and hope that the people can take care of the other side. Flex if you have to. My preferred locations are 5, 6, and 7, since they can cover the most possible waves. Recently, the map has been changed to provide more rocks as cover in the base, so it is more viable to camp there. However, it is still possible to get caught in a crossfire depending on the spawns. The passage at 1 has also been closed off, so you cannot peek at the North-East-spawning bots from there any more. Japan (a.k.a. Emperor's Garden) ) Combat ranges in Japan tend to be on the longer end of the spectrum. This map is nowhere near as bad as Sinai, and the Japanese tanks are generally not very well armoured. The western waves (A) are quite easy to deal with, by having people at 1, 2, and 3. 2 and 3 can also effectively shut down the north-eastern waves (B). The south-eastern wave (C) cannot be adequately dealt with from any of those locations, although 3 can engage some of the tanks depending on how tall your tank and the enemy tanks are. 4 is the best place to deal with them, if you are not willing to subject yourself to the mercy of the sometimes blitheringly stupid and oblivious teammates you can get. You should also prioritise that wave for air strikes. The eastern flank is a lot more open, so there is no real location that can adequately handle all the waves on that side. Lesson 4: Battle Ratings and Waves Assault mode is divided into several Battle Rating (BR) brackets depending on the highest BR of the vehicles in your line-up: 1.0–2.3 2.7–3.7 4.0–5.0 5.3–6.3 6.7–7.7 8.0+ The AI tanks are NOT restricted by this, and some waves may contain vehicles with BRs higher than what the players can bring. Ideally, if you intend to win this mode, you should bring a vehicle with a good to decent rate-of-fire, and a high one-shot one-kill capability. This automatically disadvantages the British with their solid **** shot, but you can still do well if you are very good at targeting components and weakspots. Armour is helpful, but do not rely too much on it. Speed is also helpful for flexing, especially on Ardennes, but slow tanks can still perform decently well. High penetration is optional; you only need enough to get through flanks. These are the vehicles you will encounter in the BR brackets. The asterisk (*) indicates a "heavy" tank which will spawn in the most difficult waves, i.e., every three (3) waves and the final wave. This means when the counter is at 9, 6, 3, and 1. One ground attack/bomber aircraft will spawn per wave, except for at BR 6.7+, where two aircraft will spawn per wave instead. Generally speaking, do not waste the team's time by spawning in a fighter during a heavy wave, especially at lower BRs. Let someone else spawn with an attacker, preferably a bomber. Help them help you. 1) 1.0–2.3 2) 2.7–3.7 3) 4.0–5.0 4) 5.3–6.3 5) 6.7–7.7 I do not recommend playing this bracket unless you are in a squad and know what you are doing, if you want to win consistently. Also important: TWO (2) AI aircraft will spawn per wave. 6) 8.0 and above IMPORTANT: THREE (3) aircraft will spawn per wave. The MiGs and F-84s are extremely deadly because of their huge rockets. SPAA highly recommended. "Heavy" tanks also spawn more often. Vehicles I Have Used 1.0–2.3 2.7–3.7 4.0–5.0 5.3–6.3 6.7–7.7 Overall, it's not that hard to win, especially at the lower BRs with the right tanks. Just gotta play a little smarter...
  3. F84 Thunderjet for Dummies!

    "Hello Ladies and Gentlemen my name is Troy McClure and you may remember me from threads like "Defensive Flying: Basic mistakes that get you killed" and "Yak9M: M stands for Monster". " Today I will talk to you about a plane that is as deadly to inexperienced pilots as it is to the enemy: The Republic F84 "Thunderjet"! ALIENS: First of all I want to debunk all conspiracy theories, myths and fairy tales that are surrounding this plane. A good dog fighter is, by definition, a maneuverable plane that can build up and ditch speed quickly to win in knife fight type scenarios. Hence, by definition, the F84 is a bad dog fighter. Luckily it has other means of clubbing the enemy, means which I will explain to you shortly. THE RIGHT PLEB FOR THE RIGHT PLANE: The Thunderjet is a special plane that requires a special breed of pilot to make it sing for you. Pilot A: You love pointing your nose up 20° while watching TV. Once in space you head on noscope the first guy you meet. If his ping sucks and he survives your volley then you simply turn fight him until one of you hits the dirt. You're impatient and want to grind as quickly as possibru. If you are this type of pilot then please stop reading now and check out "[topic='244858']Megas 1337 Guide[/topic]". Pilot B: You are a methodical perfectionist. Kills are a mere number to you, what matters is the way HOW you kill your victims. Only a clean kill is gratifying. You are an artist, the sky is your painting and you are drawing it with the guts of your foes. After each victory you light a cigar, exclaiming "I love it when a plan comes together!". If this is you then keep on reading, young Padawan! NEED FOR SPEED: When talking about performance of the ground loving wench, the most notable is its horrifically bad acceleration. This jet is heavy and under motorized. Roll rate and turn times are adequate but nothing special. Performance is best on the deck, okay at 3000m / 10 000 ft and crap at higher altitudes. Six M3 .50 cal machine guns are standard and work best with stealth ammo and at close range, for maximum surprise butt saxophone. It also loads a variety of ground attack munitions, which we will be talking about at a later point. The plane was manufactured by "Republic Ironworks", which means it is rugged as a tank. It survives rough belly landings and can continue flying with parts of its wing shot off. Now, now - Is there anything really good about this plane? Freedom! And the fact that it goes 940 kph on the deck. It also zooms like a baws. ""But Mr. McClure, how is this supposed to make it a great plane?" Thank you for asking! RUSH HOUR: The planes high top speed in combination with it's ludicrous zoom capability makes it one of the purest hit and run planes in the game. As soon as you get air spawned into a match you should rush the enemy base and pick up speed on the way. Attempt to single out idle climbers and take them down. You can and should bait enemy aircraft to abort their climb thunder mini game and attempt to intercept you. They will burn their speed in tight turns, trying to shoot you in a head on. Just weave as you zoom past them and reverse / attack if you see that they blew their energy. The only exception are games in which you face Venoms and Ki200s. In those games you play a pure second line fighter, covering your team mates as they engage first.(Note: you can outrun a Ki200 once fully upgraded but it'll take time to get to speed) CHOO CHOO Motherlover!: Once you are in combat, simply keep your speed up and pull as little GS as possible in your maneuvers. I do not recommend to stick to a single target if you can avoid it. Fly one attack, move on to the next enemy and repeat this. If you keep your energy state high and G loads low you will remain untouchable for most enemies you encounter. Just leave em in the dust and keep that party train going! You can bleed out enemy planes by making them follow you in dives. You have a 940 kph cruise speed on the deck, they do not. They will loose their energy, you will keep it. Once you notice how the enemy is losing you, simply zoom up and pull a hammerhead or low speed loop at the apex of your zoom. Your speed means that you can be at any point of the map rather quickly. Use this as your greatest asset. Sprint into furballs to pick off juicy, distracted targets. Check the enemy airfields for landing planes in the late game stage. Clear your team mates six o clock positions whenever possible. JAIL JET BAIT: At the start of the match you will notice several slow moving blue objects taking off from your airfield or spawning in mid-air. Those are your slowpoke team mates. They are not as fast, smart or cool as you are and more often than not will be dead faster than you can smoke a cigarette. Ironically, they still serve a purpose. Distraction - Every BNZ airplane has a hard time in AB and RB because of perfect situational awareness the target indicators provide. To get the most bang for your buck you therefor need something to occupy your enemies with while you sneak up behind them and murder them in cold blood. And this job falls to your team mates. Once those guys are dead every one will be looking at your moves, evading, going head on, chasing you, climbing, etcetera. This makes it harder (not impossible) for you to out play them. 1. Keep your teammates alive or 2. Bring a wingman (Talk to me Goose!) IF EVERYTHING ELSE FAILS - NUKE THEM!: You are 10 minutes into the game, your team went to turn fight the Japanese and died. Sounds familiar? Well, dont give up hope just yet! The F84 Thunderjet has the capability to mount nuclear bombs which will instantly win the game for you a dazzling array of ground strike ordnance. Whereas the bombs are rather useless, as they require you to dive bomb and pull out in high G maneuvers, the rockets are the Ace in your sleeve that can snatch victory from the jaws of defeat. I highly recommend you to spawn in with 8 HVAR and 2 Tiny Tims every game and immediately discharge them. With the rockets gone and pylons not accounting for plane performance, you now have an F84 that retains its full combat performance and still can use its ground strike capabilities if you choose to land and rearm. I had several matches in which I was unable to win by defeating all enemy aircraft (Because my team died, leaving me 1v5 or because the enemy team was hiding) but the F84s ground strike capabilities still yielded a victory. Mouse Aim vs Joystick: Contrary to popular belief Mouse Aim is not always superior to Joystick flying in RB. The F84 is a plane that demands exceptionally good energy management from its pilot. This is the reason 99% of the F84 pilots out there die so easily. Joystick flyers have perfect control over their G loads at any given moment. Mouse aimers on the other hand will struggle in pull outs, turns and dives to avoid blacking out. Keep this in mind when flying the F84 with mouse aim! Every time your screen turns black, you're doing it wrong! LIKE - SUBSCRIBE - BUY ME A DRINK - JOIN RAG - COMMENT BELOW - POST A MEME - ETC. :salute: Check out this replay file if you want to see the F84B being put through its paces:   [media][/media]     [media][/media]
  4. Since I see a lot of people are complaining about packet loss I decided to write a short troubleshooting guide. In order to determine who to blame for the packet loss we need to find out where the packets get lost. Either your house line, somewhere in your Intener Provider's (ISP) network or the destination's network. A high ping is usually the result of either high packet loss (so the packets have to be resent) or a server/line under heavy load or a congested port/internet exchange point. To do so we trace the route to a server and obeserve the results in the Windows-Console. Additionaly I'm gonna show you how to directly write the results to a file in case you want to copy and/or attach it to posts, e-mails, etc. How to test for packet lost, high ping and how to create the Netinfo file 1. Go to Start > All Programs > Accessories, right-click the Command Prompt and select "Run as administrator" or Windows 10: Type cmd into the search bar right click command prompt an choose "Run as administrator" Windows 8, 8.1: Press the Windows key and X together and then click on Command Prompt (Admin). Click Yes to the User Account Control message that appears. Windows 7, XP, VISTA: Press the Windows Key and R on the keyboard or open the start menu. Type cmd in the box and press enter. 2. Copy and paste the below commands into your command prompt. ipconfig /all > c:\netinfo.txt Once the command prompt returns type: tracert >> c:\netinfo.txt (replace with an IP adress of an other game server if you dont queue on EU) Once the command prompt returns type: pathping >> c:\netinfo.txt (replace with an IP adress of an other game server if you dont queue on EU) (pathping can take up to 10 minutes depending on how many hops your routing to the server has so don't exit the console even if it may seems to be inactive! The console will give an estimated time on how long this operation will last!) Game Servers IPs: EU:, RU:, US:,,,, SEA:,,,,, The file will be saved directly in the C:\ directory of course you can change the file's destination to any folder you like! If you don't want to create a file and only have the results diplayed directly in the console use the commands without: > c:\netinfo.txt / >> c:\netinfo.txt How to determine where the packets get lost/the ping starts to spike: The results of the packet loss is test is displayed in the last part of the pathping. Hop 0 is your PC Hop 1 is connection from your PC to your router (LAN or Wireless/WLAN) Hop 2 is your router-> house line-> land line to your internet provider (ISP) From now on it's very hard to determing to who the hops belong if you're completely unexperienced with networking/routing. Usually Hop 3 to 4/5 (it can be a lot more hops depending how bad your ISP's routing is) are within your ISPs network a way to determine who the server belongs to is the server name displayed left to its IP adress. For example my ISP is the Deutsche Telekom AG (DTAG) servers which belong to their network have a name usually like this [IP adress in brackets]. I will list some other ISPs here: Verizon: Vodafone: Kabel Deutschland: Teliasonera: Virgin media: Orange: BT: UNET: Telefonica Germany GmbH also known as HanseNet Telekommunikation GmbH, O2 , Alice: (Of course there are a lot more and I don't know them all!) But not all servers within the ISP's network may have the name displayed there to be 100% sure who the server belongs to use a IP-lookup site like: The owner will be shown here: After the Hops within your ISP's network the lines and servers and internet exchange points are owned by big network providers like Level3, Equinix if you encounter packet loss there then there is pretty much nothing you can do. Not even your internet provider you have to hope they find the errors by themselfes and will fix it. The last hop (sometimes the last 2-3 hops depending on how big the network of the site is you're testing. You can kinda tell if they have the same name/IP adress) is the destination's server. here an example for my connection to the EU game server: What to do: If you encounter high ping/packet loss from hop 0 to 1: Your LAN-cable is broken or your Wireless/WLAN connection is of bad quality, buy a new LAN-cable don't use Wireless/WLAN. Maybe your router is broken or wrongly configured. Also your LAN adapter could be configured wrongly (Windows LAN adapter settings). Troubleshoot each of the components. If you encounter high ping/packet loss at hop 2: Either your router, your house line, your (DSL/Cable)land line or the data center/DSLAM your line goes into are having troubles. Call your internet provider!! To figure out which of these are the problem. Most likely they wan't to know how you know there is a packet loss/ping issue. That's where the Netinfo file comes in handy! Say you did a pathping, send them the netinfo file/screenshots of the windows-console with the pathping results! If you encounter high ping/packet loss from hop 3 to X(within your ISP's network): Call your internet provider!! Make them aware of the issue! Most likely they wan't to know how you know there is a packet loss/ping issue. That's where the Netinfo file comes in handy! Say you did a pathping, send them the netinfo file/screenshots of the windows-console with the pathping results! If you encounter high ping/packet loss outside of your ISP's network: Pray. Since contacting companies like Level 3, Equinix as a single private person will go unheeded. If you encounter high ping/packet loss at the last hop/your detitnation's network: The destination's server/line is having troubles. Contact them.
  5. Registering A Gaijin Account Bound To Your PSN Account   Note: This applies to new accounts only. Existing accounts are already Gaijin registered and bound using the email address and password you entered during the registration process when you first installed War Thunder on your PS4.. By registering a Gaijin account with an email address you open up the following features: The possibility to play on other platforms with your PS4 account. The access to our technical support. The possibility of authorisation in forum, live and wiki.   To register a Gaijin account and bind an email address to your PSN account please follow these steps.     1 - Open War Thunder on your PS4 by selecting the War Thunder application on the PS4 XMB.       2 - Once the War Thunder application is fully loaded on your PS4 you will be at your War Thunder home screen. Depending on any previous decisions you may have made in the game you may be presented with informational splash screens. For the purposes of this process we want the “Binding e-mail to your account” splash screen. Please click the “Ok” button to continue.       3 - Alternatively you may click on your “Profile” button which is positioned towards the top left of the War Thunder home screen to go to your profile where you may continue the process.       4 -  In your profile please click the “E-mail bind” button which is positioned at the bottom left of the screen to continue the process. Note: If you cannot see this button you already have a bound email address.       5 - Once you have completed step 2 or 4 you will be taken to a web page where you may enter the email address you wish to use to register your Gaijin account and bind it to your PSN account. This can be, but does not have to be the same email address you use as your Sony PSN login. Please enter a valid email address and click the “Bind” button. You will now be returned to your previous in game screen.   Note: If you already have a PC or PS4 Gaijin account you can't use the same email address again. You must use a different email address.       6 - An email has been sent to the email address you entered in step 5. This email confirms you have successfully registered a Gaijin account with the email address you entered and linked it to your PSN account. This email also provides you with a randomly generated password.       These are the credentials you should use to login to all War Thunder related activities on the War Thunder website. You may also use them to login on your computer depending on your preferred operating system to the Linux, Mac and PC versions of War Thunder. Note: This does not give you the possibility of access to Gaijin Store and Steam Store. You must purchase any DLC and Golden Eagles using Playstation Store. For the purchase to be validated and applied to your account you have to login to your PS4 War Thunder account on a PS4 console.   Once you have completed the above please read here for posting eligibility requirements.
  6. Hey guys, recently I unlocked the german Bf 109 F-4, but I'm not doing well with it. I do not get my guns on target very often and when I land a shot the plane lacks the proper burst mass to do much (this does not apply when a "Minengeschoss" hits). Can anyone give me some good advice on how to be good with this plane?
  7. Hey guys, the French are here and we're starting of with a Realistic Review on the M.S.410! I hope you enjoy!