CAS second spawn multiplier reduction

We aren’t talking about stat cards.

Please, read what I’d written:

Methodology:
TAS is used. At sea level, TAS = IAS (except at very high IAS, there may be a tiny difference between the two)
Manual Engine Control (MEC) was used to obtain the top speed without considering engine temperature consequences (fully closed radiators and 100%PP, unless otherwise stated in notes).
Minimum fuel and fuel burn turned off.
Bombers and attackers have no payload. Jet speeds are for clean configuration with CMs (yes, flares/chaff have a small amount of drag on some planes) but in the notes (hover over cell) you can also see speeds with missile/gunpod loadouts.
Takeoff horsepower was simply obtained from the X-Ray mode in the hangar unless otherwise stated in notes. Manifold pressure is from WTRTI (local host)
In the case of a plane being airframe-limited (when an aircraft has enough thrust to accelerate past rip speed) the critical speed is shown (speed above which ripping becomes possible). This doesnt mean the plane can’t pass this speed a little bit, but it may become possible to rip above this speed. If something is incorrect or outdated please let me know in the chatbox on the top right of the page.
Disclaimer: Since some speeds were obtained using MPH, some precision is lost when converting to KMPH. Thus, some speeds in the KMPH
section may be off by 1-2. It’s not any significant difference, however. Note that speeds are also dependent on map. These tests are done on standard atmospheric conditions on the test flight maps, which are all identical. But on colder maps ground speed (TAS) will actually be lower than listed, while IAS will be higher. Vice versa for hotter maps.

For the F6F:

Manifold pressure of 60 'HgMM (or 61 with supercharger)
Rads closed.
RPM maximum
At sea level.
On a “neutral temperature” map - on Denmark it’d be a little slower, on Sicily a little faster.

Oh gods.

I think I found why @Pangolin_fan seems to think hellcats are slow.

If you take out a hellcat and use WEP while on Automatic Engine controls, the instructor slams the cooling flaps open. You end up DRAGGIER on WEP with AEC than with MEC.

WIth MEC you’re doing just fine.

Radials with AEC are a bad idea.

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It’s true of most plane tho.

If you need top speed, just using MEC and closing RADs can easily give you 5-10kph in a prop. I’d say creating a macro for: MEC → Manual Rads → Closed rads is a nice qol feature that let everyone get the speed increase for no cost.

It feels even worse for radial, I don’t want to test it because it’s boring but cowling flaps seems to be a lot draggier than water radiators.

it’s probably why he thinks 335 are slow too: WT forces you to go full WEP as much as possible, so when you get into a chase, the engine is already ultra hot and AEC will never close flaps to avoid burning your engine.

Meanwhile, If you go 100% throttle THEN you go full WEP, AEC will fully close the rads.
It’s easy to see on corsair and 190s, if you stat a 100% rads are half open, when you go full WEP they fully close for 30s-90s then slowly open.

1 Like

Exactly why you shouldn’t use statcards in your arguments.

Not a great option, especially with planes like Bf 109 and Do 335 which overheat even on 100% radiator.

Classic deflection as usual.

Find when I mentioned statcard, you bringed them up, not me. I told you before, I ignore and I never trust the startcard, stop mentioning them.
(Who supposed to do strawman again?)

ALL, and I mean ALL, the data I cited come from direct and rigorous testing in the game.

TLDR: F6F-5 is among the fastest plane around 3.3, beaten only by F4U and P-51.

3 Likes

a98sqc

I feel like everytime I ignore this thread for a couple hours Pangolin just goes a tad bit more insane with the takes.

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I like your user name…
KOZ

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Thank you not many people get the reference

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Many people have missed one of the best shows of all time then… but I’ll not get into it here so you don’t have use code moderator on me!
Mod Vi War Thunder commands you…
code black world GIF
STAY ON TOPIC!

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I see how the battle end with GGK_Brian and RunaDacino debunk Pangolin_fan lies.

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What are the spawn multipliers for ground vehicles in ground realistic Pangolin?

Been doing that for MONTHS lol.

It’s funny reading one side of the “conversation” though…

No.

Tanks increase by a mere 100sp, not 700.

@Pangolin_Fan has honorably chosen to challenge me to a duel, which I have accepted.

Presented below are the matches from my perspective recorded, uncut and unedited except for splicing the various recordings together between duels (if I record longer than 15 minutes, the sound gets super glitchy. Therefore, I tried to start a new recording for each fight).

Timestamps, outcomes.
00:00 F6F-5 vs Typhoon Mk Ia (Pangolin)
08:00 F6F-5 vs F4F (Pangolin)
11:30 F6F-5 vs F6F-5 (Pangolin)
15:15 P-51C vs P-51C (Pangolin)
20:30 Bf109F4 vs Bf109F4 (Even)

Based on this, I hereby concede that in my hands, the F6F-5 is insufficient to beat the Typhoon Mk Ia.
I also declare my respects towards Pangolin_Fan for presenting the challenge and attending and providing opportunities for multiple matchups.

I chose to use SB controls and cockpit out of comfort reasons and such wasn’t compelled.

6 Likes

Would there be a problem with 1 : 1 increase in spawn point then for both ground and air in grb? Like a first spawn tank being 130 to 230 and a 700 plane going to around 1250 or something, not doing the math

Hence make the multiplier 1.25. 150sp+ more

You said yourself you got multiple Kills

If you had said “multiple assists and a Kill” you would be fine

You don’t know?

if (player == Pangolin_Fan):
    KD = KD * 5
    reason = "because logic is for losers"
else:
    KD = KD

7 Likes

Or if you stopped listening to ULQ who’s known for constantly liying even when proven wrong, then we would all be fine.

Where have I lied?