About Nuclear Escalation and the Bomber Damage Model by BVV_d

Nuclear Escalation Update

Nuclear Escalation has been fully released, but development continues unabated. Numerous features and content are in progress or within our plans, and I’d like to share some of them with you today.

Currently, our efforts are focused on expanding Escalation content and adding new mechanics. Regarding content, two locations are in the works and are nearing finalization. One is a completely new location (with a full size of 256x256km), which we plan to release in the next major update if all goes according to plan. The second is a refinement of one of the existing air locations (128x128km), and we hope to make this one a separate event for general testing before the next major update (within 1-2 weeks).

I’ll will say right away that a more compact location does make combat more intense and dynamic, and perhaps the concentration of activity will be too intense for top rank vehicles. However, we believe the location is very suitable for slower aircraft with shorter-range weapons. In any case, we would like to test our hypotheses during the event and, based on the feedback we receive, decide which aircraft should use these locations.

One of the most exciting features we have in our plans is adding new creative types of gameplay to mission logic. For example, restoring damaged friendly air defense missile systems (via helicopter cargo transport) or rebuilding destroyed airfields. This could open up space for new vehicle classes (helicopters or even transport aircraft), as well as new gameplay that goes beyond simply destroying ground or air targets and that tangibly impacts the course of the mission. We really hope to introduce some of this in the next Major.

Another feature that’s nearing completion is fully functional early warning radars. Currently, these radars, located deep within enemy defenses, act more as decoys for anti-radiaton missiles. With this new feature, they will function as intended. They will detect long-range targets with their own radar, and these targets will be displayed as markers in the game environment (just like those currently detected by allies) and with a separate indicator on the tactical map, indicating that they have been detected by early warning radars. This will make them much more valuable targets, and, of course, they will be additionally covered by air defense assets.

And as we’ve already mentioned, we’re refining the existing content for escalation, with a few examples in the images below to pique your interest.




Bomber Damage Model Rework

The updated Bomber DM is another topic I’d like to cover. Thank you for your feedback, reports, and constructive criticism. Based on this feedback (plus battle statistics, plus our own observations), we’ve put together a plan for DM improvements, which the team is currently working on. First and foremost, this involves improving ramming damage. After the rework, bombers now take relatively little damage, allowing them to easily survive fairly intense collisions with smaller aircraft. This change is already in testing and will be released soon.

Next comes the issue of the high-explosive fragmentation impact of 20-30mm shells on the aircraft’s skin. Fragments and explosions from these shells do not penetrate the skin reliably, reducing the damage to internal modules. This does not mean that after this fix, bombers will again begin to lose wing panels after a few hits from 20mm high-explosive shells, but components and assemblies located inside the wing and fuselage will suffer damage if the impact is close to these modules.

The next important aspect is improving fire mechanics. We plan to detail fire damage and make it more realistic. This includes aspects such as: fire spread, the area where the fire causes damage (for example, currently the visual fire effect on the wing can reach the tail assembly, but the tail assembly receives no damage as a result of this), the size of this area over time, the likelihood of a fire depending on the extent of damage to the fuel tank and the volume of remaining fuel, and the change in structural strength of components as they are exposed to fire (e.g., a prolonged fire near a spar reduces the load-bearing capacity and reduces the destructive overload for this component).

Another important feature is the logic behind the infrared seekers on guided missiles. Currently, they are guided to the geometric center of the aircraft, which can result in ineffective hits on large aircraft (likely hitting an empty fuselage section). We plan to change this logic so that the infrared seekers are guided to the hot engine area, which will make the missiles’ impact on the aircraft more localized and, for larger aircraft, more lethal.

These aren’t all the improvements we have planned, but they are the most significant. We plan to release some of these improvements in the coming weeks, and others (IR seeker logic) in the next major update if everything goes according to our current plans.

In general, we have a multitude of features and mechanics planned for the next Major, covering a wide range of aspects of the game. These include graphical enhancements, a new type of ammunition, a more detailed implementation of the DIRCM on helicopters, and much more. We’ll cover all of this in more detail in our dev blogs and other materials.
Thank you for your attention and continued feedback.

108 Likes

Anyword on lower tier missiles or weapons for NE like RB04 and such?

4 Likes

Most interesting change, in my opinion. Hopefully, including the radar-guided ones, this means non-proxy Falcon missiles now do not miss on purpose, as reported in this bug report.

24 Likes

NE feels way too chaotic and there’s just too much SPAA.
The SEAD mode was very fun with only a single main SPAA and something similar would be a lot more enjoyable.

Another major issue is how SPAA just shoot down incoming munitions. This is extremely frustrating and it’s the reason why I gave up on playing this mode.

A SAM layout similar to this would be fun. (1x Long range SAM to cover the main AF, 2x medium range SAM to cover the the forward AF, 4x bases with short range SAM)
image

22 Likes

What could the new ammunition type be?

4 Likes

They could also use the area North of the mountains. There is still about 1/3 to 1/2 of the map to be used.

9 Likes

Lowkey need a CM-102 and FB-10/A rework and Python 3 one.

More important would be better balancing of the longrange spaa like SAMPT tho

3 Likes

Please please please please please I beg we see transports.

There’s so many possible uses for them and loads to choose from like actual cargo and troop transport to even being flown as missile trucks (Rapid Dragon and related systems).

A C-17A with 45 x JASSM, MC-130J with 12 x JASSM, A400M with “up to 12 Taurus sized missiles” or even the KC-390 that’s being fitted with Barracuda-500M.

11 Likes

@BVV_d is there any plans to make sea skimming missiles actually hard to intercept? Right now they are very easy for the ai to deal with, but in real life this is not the case. If not, can we expect to see low observable anti ship munitions for the blue side such as LRASM and JSM?

Also, will IOG and GNSS be fixed for ARMs? Right now they can be defeated by turning off your radar for even a split second. The GNSS on AARGM-ER does not work.

11 Likes

Could this evolve later on into something like an AWACS and/or GCI systems for things like MiG-29s or Su-27s which have lacking radar systems?

12 Likes

Could you improve the damage model for aircraft carriers ? Honestly, it’s starting to make me feel a certain “disgust” seeing several YouTubers recommending farming aircraft carriers in this Nuclear mode with anti-ship missiles.

3 Likes

Ok but do you consider making a similar map of Vietnam but in Hanoi instead (due to historical accuracy)
Also that’s where the B-52s got shot down for 12 nights

3 Likes

I believe another thing that should be modeled is the effective protective value of the cover degrading with multiple hits. This would help a lot especially when a lot of fire is concentrated into a single area, and would reflect a more realistic approach to damage modeling.

5 Likes

The Lord of War Thunder is here!

Also this causes missiles without proximity fuse to miss.

I like this idea, reminds me of mobile game about vietnam era jets and helis (gunship 3) where you could actually rescue downed pilots with helicopter.

6 Likes

Is there any word on when helicopters will be added to the game mode?

I have some concerns with some helis surviving in the game mode if added. The spotting system that the mode inherited from air RB would probably make helis dead on arrival. And the current effectiveness of gun SPAAs such as the M163 and ZSU-37-2 would make the range of most ATGM armed helis insufficient.

Id love to see helis in this game mode as it would give utility to somw of the early to mid BR helis that dont work as well in ground RB and dont stack up to the meta vehicles in heli EC a chance to be useful. But trying to create an environment where a heli can use some of their shorter range ATGMs (like the TOW and Flenga) or rocket pods along with supersonic aircraft will be tricky. If an SPAA is set to be fair to an early heli, itll be too easy for a jet. But if its set to be fair to a jet, itll be unplayable for the early to mid helis.

Would love to hear from a dev on their thoughs on how to implement helis giving these challenges.

9 Likes

While the content I get is promising, there are some limitations still around too.

I guess they are for balance reasons but why are M163s and ZSU-23s capable of destroying guided bombs? They are clearly incapable IRL.

Also the naval targets are just not worth the effort, either get them closer or gear up their SP gain. Furthermore, we need more guided missile destroyers, frigates and AI carriers to have more distinct naval targets.

My suggestions are: Invincible class, late-Nimitz class and later on a Chinese carrier and CdG.

Also replacing the Douglases with a Brooke class model is beneficial ASAP as Douglas still uses boat damage models and is prone to cannon fire

7 Likes

May I ask about (L)DIRCCM or HOJ?

3 Likes

what about radar seekers? AIM-4F misses bombers

1 Like

Thank you for sharing these updates with us! It always makes me happy to actually know what you are working on as it shows that you care and leaves me excited for the coming changes.

1 Like

Im hoping tjis change actually makes fires more realistic and not just stronger. Bombers are already a very easy one shot, especially ones like the B52, where one bullet starts a permanent fuel tank fire that never goes out. Are there any plans to properly model self-sealing tanks, or fuel cutoff to certain engines for aircraft without FPE?

2 Likes