Air Simulator Battles - General Discussion / Support HUB

Unfortunately I don’t think it exists (at least not to my knowledge). However, it could be very interesting to make a spreadsheet/document with this information. If I have a little time in the coming weeks, I might look into it.

Unfortunately, this data will not necessarily be very useful, as the aircraft flight models are greatly simplified, which causes situations where B-57s or Il-28s go at more than Mach 1 or bots end up at several kilometers of altitude.

3 Likes

Or if they fly intentionally into the ground rather than getting killed, the closest opponent should get a maneuver kill.
Same goes for crashing while fighting the enemy, after all for some jets like the F-84F that’s often the only way they can get kills.

Did get a maneuver kill against a Lightning in an F-84F yesterday…after trashing 2 Sidewinders launched at me and surviving for 5 minutes after 2 Starfighters, one Jaguar and that aforementioned Lightning tried to kill me. Got an Assist on the Jag…helping out our Mig-21S.

@Mathll And let’s not forget the infamous Supersonic F-86 and the Supersonic Harrier.

@sigma_zero-psn Well if you are german in 7.0-8.0 or 7.3-8.3 and the enemy AI is british, good luck making any intercepts. The Canberras are very, very hard to intercept speed-wise, even for fully Spaded 262s including the C-1 and C-2, and the Swifts? Straight up impossible, even for the german Sea Hawk.

The Me-163 could technically, maybe do it, but it hasn’t got the range.

Also AI AA in both tiers and the 9.0-1.0 range often outmatches the weaponry available to kill it.

3 Likes

Leave Vietnam era aircraft out of this. Gen 3 shouldnt have to fight gen 4. 12.7 - 13.3 sounds better after moving the F18A, Mirage 2000 s4/s5, f14 A up to 12.7.

When i first began warthunder 5 years ago that was a mechanic. Unfortunately people abused it by creating multiple accounts to spawn on an air field then join with their main account on the opposing team. They would fly close enough to the airfield to get credit for each kill then crash each plane on the deck. There were multiple variations of this zombie type game play that people like morvran can probably describe aswell.

Couple people may have done that once or twice, but as the alt account usually operated a very slow reserve aircraft that would take ages to cross the map, it was more common for the main account to strafe/bomb the alt account at their spawn point (airfield defences were totally ineffective v jets back then)… perhaps this abuse of regular kills means regular kills should get no reward, coz, you know, someone might abuse it?

Talking of regular kills, they’ve nerfed the rewards there haven’t they? Recently you could still get up to 600 points for a player kill (although very much subject to Gaijin’s random reward theft), but now it seems to be 450 points, based on my recent kills and other peoples’ rewards when I’ve had chance to check. Less than the points for bombing one base (assuming a ‘one base’ bomb load), although not so much difference in RP/SL due to the diminishing-returns-on-points system.

Based on Report on how scores, SL, and RP rewards are calculated

Nothing has changed.

1 kill without BR correction is worth 450 points (Severe damage is worth 80% of it, remaining 20% rewarded when they die without outside help. If confirming severe damage, it’s worth 40% of it).

However, most kills involve dealing some degree of critical damage (worth 150 point). This means sum total for a critical hit-based kill that nobody has inflicted severe damage upon (total engine kill, total control surface kill, blackened horiszontal stabilizer, more than 50% of the wings) is 600 points.

As a consequence, killing someone through pilot snipes/fire cooking the pilot/them bailing out while damaged/crashing while damaged without a critical hit is only worth 450 points.

Of course, this depends on what you mean by “nerfed the rewards for kills” in terms of date. Not since January 2024 at the very least.

1 Like

I realized that WTRTI’s Aileron% feature allows for an objective demonstration of the difference between movement tab’s “Roll sensitivity” (which most recognize acts as a damping/filter instead) and axis sensitivty (set directly under the axis definition or under mousejoystick tab).

As we can see on this graph, setting axis sensitivity under mousejoystick header and and leaving it at 100% makes no difference in how long it takes for ailerons to deflect fully (landed P-38G without any trim). Returning to 0 is technically faster than to 100/-100% because I have a key that resets my virtual stick to center. Testing was done with STANDARD Mousejoy, 100% aileleron, 100% screensize, 0% deadzone.

Now, what if we instead look at setting it to roll sensitivity directly?

If you wonder why your plane wobbles like crazy (you pull nose onto target, and you seem to keep pitching up, which you compensate by pitching down and cue oscillation), this might be it if the text-based explanation on damping and filtering did not make sense.

Now, “What does the axis sensitivity do then?”

For mousejoy, it seems to, at first intention cause the mouse itself to move much faster as if you increased your DPI.

It has no effects beyond this.

Non-linearity does not appear to affect mousejoy inputs (moved my cursor to edge of gunsight, got same% roll at 4 and 1 non-linearities alike).

However, instead it looks like the “Aileron%” under mousejoy corresponds to maximum deflection (at 50% aileron, I can only get max 50%/-50% roll according to WTRTI.)

Further observation: Decreasing screensize significantly reduces mousejoy cursor sensitivity, making it feel very sluggish. Larger screensize increases cursor sensitivty.

Mouse joystick cursor screen place determines height of the cursor window. At 100% screen place and 0% size, it’s all the way down at your flight stick/yoke. This might be quite convenient for reducing screen-blocking/blindspots when using mousejoy but you can’t see your instruments as well (it conveniently seems to be right where your Turn & Slip indicator sits in most planes.)

Deadzone behaves as expected, it seems to offset the location of 50% aileron deflection by a centimeter or so on my screen (inside of the armoured glass frame to outside of it.)

Figured out how to screenshot WTRTI display,

tl:dr - Circle mousejoy more sensitive than square mousejoy. Circle mousejoy more sensitive towards deviations from 90 and 45 degree inputs respectively. 90 points overlap between square and circle, deviations from 90 lead to increased sensitivity.

Consider:

Imgur: The magic of the Internet Outer circle f4u-4, 45 degree line. 16:16 for square

Imgur: The magic of the Internet Outer circle f4u-4, 45 degree line. 23:23 for circle

Imgur: The magic of the Internet Tip of 45 degree line f4u-4, 27:27 for square

Imgur: The magic of the Internet Tip of 45 degree line f4u-4, 37:37 for square

Square increased from 16:16 to 27:27 (11 step) for 45 degree movement.

Circle increased from 23:23 to 37:37 (14 step) for 45 degree movement.

For pure inputs,

pure left roll, circle

Outer circle: Imgur: The magic of the Internet 23

Tip of line: Imgur: The magic of the Internet 37

pure left roll, square

Outer circle: Imgur: The magic of the Internet 23

Tip of line: Imgur: The magic of the Internet 37

pure pitch up, circle

Outer circle: Imgur: The magic of the Internet 23

Tip of line: Imgur: The magic of the Internet 38

pure pitch up, square

Outer circle: Imgur: The magic of the Internet 23

Tip of line: Imgur: The magic of the Internet 37

It looks like Circle and square correspond 1:1

Therefore, it is impure inputs (that have both roll and aileron) that appear more sensitive than either which is logical given a circle’s sides intersect a square at 90 degree points, but fit inside the square at 45 degree points. Technically, it’s more correct to say that square loses sensitivity when it deviates from 90 degree inputs (since the input maximum increases to intersect with the square’s corners.)

Takeaway: Use square mousejoy can potentially stall you when reducing roll/pitch mixing with square joystick.

Going from 27% to 37% for 45 degree inputs to 90 degree inputs might well be the reason you stall in a spitfire.

Hello, I’ve just played Sinai on top tier and got quite frustrated by the issue of tanks being hidden under the ground even at close distances.

That is why I came here to ask: Is there any graphical setting I can turn up, or other way to help me target convoys or frontlines?

For context I was using JH-7A, TGP daylight/thermal, GPS bombs (they hit, but I was aiming at tank antennas from 2km).

Thanks for any response.

1 Like

I have been summoned

Are applications like vJoy count as cheating/hacking?

I don’t want to buy a joystick as they are expensive.
I only want to use vJoy as a middleman to other customization apps for my mouse.
I want to use the customization app to make ASB gameplay feel like ARB gameplay while using mouse control.

Warthunder has a pretty decent native vJoy setup interface. Why is it not sufficient? Set it to Standard if you find it stops you from rolling or looping.

I want the controls to ‘reset’ when i stop moving my mouse just like in ARB.

Bind “Center Mouse Joystick” to MMB. It lets go of the “stick” so to say and puts your plane into whatever attitude your trim and current conditions should leave you in.

Yes, but i actively have to push it. In the case of ARB however, you don’t need to press anything for the mouse to ‘reset’.

Even with third party virtual joystick, at least the one I fly with in IL2:GB, you still need a button to “let go” of the stick. I prefer Warthunder’s built in model though (mostly because it has a screen overlay so I have some feedback on how much I am pulling before I kill myself.)

Maybe “Relative Control” would work for you? I dunno how it works exactly other than mouse becomes camera and WASD does stuff.

I have tested my program in nuclear option and it works quite well. The mouse control acts similar to the one you would find in ARB.

So, can I use my custom mouse to joystick setup in warthunder without being banned?

I’d ask @Schindibee

Personally, I admit I’m not a fan of any control option that isn’t a good faith best-effort attempt to replicate having an actual flight stick or rudder pedals with 1:1 input emulation. Reason to use mousejoy is being poor or lack of space rather than seeking an advantage.

Nah, ask someone who can answer that, as this is out of my knowledge scope and authority range to say…

Maybe better a tech mod?