- Yes, I support your idea.
- No, I dont support your idea.
- Dont care\Dont want to.
War thuner is famous for being realistic, Like TOO realistic, But like any other game, of course, there is Bugs, a small amount of unrealism in it, That either it haven`t been noticed, or it been but they did not want to change it ( due to balance reasons maybe ).
I think we’ve all been there: you’re flying something famous for being tough an IL‑2, a P‑47, a B‑17 you
take one burst of 20mm, and pop, your wing cleanly detaches. Or your tail just vanishes. It feels annoying, and it doesn’t really match the historical accounts we read about where heavily damaged planes limped home. I’d like to suggest a change that would make the damage model more realistic and, in my opinion, way more interesting for everyone. Instead of the current “health bar” system where a wing is either alive or instantly dead, we could have a system based on something called:cumulative structural damage+ G‑tolerance. here is my Idea for a fix:
Right now, when a shell hits a wing spar or tail spar, that part often just turns black and snaps off immediately. In reality, aircraft structures are designed with redundancy a single hit rarely severs a main spar instantly. What usually happens is that the structure gets weakened, and it fails later when the pilot pulls G‑forces.
So heres my idea:
Hits to spars / longerons don’t instantly destroy them.
Instead, they reduce the structural integrity of that part. A small caliber bullet might only do a tiny reduction; a large HE shell could significantly weaken it, but not automatically snap it.
The breaking point becomes G‑load.
War Thunder already has a system that prevents you from ripping your wings in a high‑speed dive. That same G‑limit would be dynamically tied to the damage you’ve taken .
Let’s say a wing spar is at 70% integrity. Your max safe G‑load might drop from +12G to, for example, +7G.
If you then try to pull a tight turn and exceed that reduced limit, then the wing would fail.
Same for the tail if the tail spars are damaged, pulling hard elevator or rudder at high speed could cause it to fail. This way, your plane doesn’t magically fall apart the moment a shell hits. Instead, your own actions after being hit determine whether you make it home or break up.
tell me what you think.
This is for planes of course.
If you want to create a suggestion you can do so in the suggestion section here on the forum. That section is however pre-moderated and only posts that follow their rules and guidelines will get posted and it can take a couple of weeks for a post to get reviewed for publication. If it gets accepted and made public it then has a chance to get sent to the developers as a suggestion later on.
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Thanks!, I am just taking opinions currently.
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I will also send it for suggestions, thanks for reminder, appreciates it!
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They also need to break the aircraft down into just smaller segements, there will be a limit of course, before it just becomes too extreme for the game to reasonably handle, but where at the moment the wing is usually made of 2-3 parts, it could instead be more like 3x4 grid of parts, larger aricraft like heavy bombers could be 3x6. Do the same to the main fuselage (left and right hemisphere and 4-8 segments down the length), tail, etc. Maybe even split some of the largest control surfaces into 2-3 parts, so you could loose part of them, instead of the entire thing.
That alone would go a long way to making damage not feel so extreme.
Though I also want to see an overhaul of hydrolic lines (multiple lines, maybe hydrolic pressure, so minor damage would cause a leak not total and immediately loss) and also see electrical wiring (in a limited form) modeled too, so wiring to the wing being damage could disable anything mounted to that wing from working, etc. That way redundancy could be better modeled. Also more parts should be damagable, such as CM launchers, Tpods, etc.
5 Likes
Too realistic really ? I know the game has to be playable to anybody even people with mental or physical disabilities ( which War Thunder does seem to attract in large numbers).
I am talking about ground here but I think it applies to other vehicles in the game, has anyone actually been inside a tank ? It is very cramped, trying to remove dead/dying crew members with blood/body parts/entrails/feces/urine/leaking hot hydraulic oil and diesel or petrol with things beginning to smoke/burn or catch fire.
Generally the first order is to get yourself and your crew out of danger, trying to manhandle injured/dead bodies through an escape hatch is very difficult let alone move them out of the way to heroically keep fighting, sometimes in real life it happens normally ending in a posthumous bravery award, often in propaganda it is shown.
All in all it is just a time waster trying to get you to spend money, if it were anyway realistic then nobody would actually play it for long.
relatable, but we discussing about aircrafts.
also the ground and air realism made in war thunder in a way that does not consume time by clicking every button and every part, which will reduce complexity of ingame making and graphical changes.
while ground is somewhat fulfilled in this kind of realism, air on the other hand is still looking for a counterpart of a reliable “real life” look a like realism that fulfill some of it.
i kind of want to agree but on the other hand i think a kill is just more satisfying than a crit after a long duel or a keyboard shot. Also it would likely be added few vehicles at a time, making some vehicles stronger than others.
I mean, war thunder should really pay attention to details, a quick kill in game is not similar to the one in real life, taking into account war thunder is a game inspired by real life, and its mechanics, vehicles, weaponries, which also support the idea.
while the implementation of this idea remains unclear for us if the devs decided to add it, it will likely be added to all vehicles ( air ) at once, since they all share the same mechanics and physical characteristics.