Air SB Players Have Been Patient – What's Next?

Great analysis Schindbee, if Gaijin would just implement the item labeled as small impact alone i believe it would prove that more players would became sim players including many from DCS.

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@Schindibee Very good analysis, I would also add that we could use a Teamwide VOIP voice communications, that need either a a microphone sensitivity check (by playing game sounds in the background while recording a test file) or a requirement for Push to talk, so that we don’t get those that annoy everybody with thier feedback loop from the game.

I mainly play sim for the early cold war aircraft, because that’s what’s interesting, WW2 is better served by the IL-2s and modern by Falcon BMS and DCS, which are often more fun, because the server admins have a more fair system than Gaijin’s often extremely biased BR.

I’ve updated my table and added some stuff that was suggested. New additions are marked with oranage item number.

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Re step 1:

I believe a simple tutorial would do wonders, especially for propeller planes. Don’t need a fully developed mission and gameplay - just a wiki page the game prompts you to read the first time you click simulator game mode with a thorough but concise description of aviation principles (especially for propeller planes ala “Why is my plane going to the left?! Are my controls broken?!” that I find myself answering every 2 weeks on the /r/warthundersim subreddit.)

There’s nothing right now in terms of official support to teach people about left-turning tendencies, precession, yaw-roll coupling, stall recovery, preventing spins from stalls, keeping coordinated.

I remember back in the day we used to have in-game encyclopedia that would go into pretty nice detail about game mechanics. Its return would be quite impactful I believe.

It would not solve modern players who refuse to read and research before jumping in, but doing so would become a “Yes, I acknowledge the resources exist and I have personally chosen to skip them” rather than “How was I supposed to know I should go to /r/warthundersim, watch content creators on youtube, research flight instructor videos for GA on concepts I hadn’t even known were a thing?”

For step 3,

Another aid would be normalizing aircraft models for A.I vehicles to match the nations involved. This can be very egregious if flying on eastern front missions but with alt history lobbies (GB/UK vs ITA/GER/USSR/JAP) because the map expects (USSR vs ITA/GER) so you get bluefor soviet A.I aircraft which can end up flying off from the main group and causing teamkills.

As a stopgap solution, removing teamkill kick for hitting a friendly A.I aircraft would work potentially especially with how it’s possible to hit an A.I bomber, stop shooting and then 10 minutes later you are credited a teamkill due to Artificial Stupidity (the A.I bomber died for no explicable reason, the shots you landed were superficial at best and would not have made an impact if it were a real player).

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Thx, re-specified this here:
#15…“complete re-development of AI assets, their identity (and affiliation), their missions, their programming”

BUT: we still have the conflict with nations vs. “blocs” anyway, so this will not easily be solved without solving that issue (#22-24)…