Changes to Bomber Survivability

Completely not reading the whole topic… but just also my 2cents,

in RL one HEI(M) (or whatever HE shell) may not kill a bomber, but it rips the outer layer away or atleast degrades it, making the second HEI(M) hitting that spot basically explode inside the structure.

Or in simpler terms, Warthunder dosnt have a accurate “degrading” effect on the Physical Model itself, only on the visual.

Thats why, i guess, the model is currently so broken against anything not penetrating. Cause they buffed the bombers with the statement that HE dosnt penetrate… no… it dont… but usually you dont shoot a single bulled… and thats smt they somehow completely ignored.

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This requires a dynamic structural strength calculation. Dynamic pressure rises with the square of speed, so battle damage that is still survivable at low speed can become critical once speed (and therefore dynamic pressure) increases. Your example is therefore spot on.

From my point of view we currently have mainly a static view on structural strength.

I tested this with a B-17E and a G8N1:

  • Bomb load had no measurable effect on wing-snap or G-warnings.
  • High-G warnings and structural limits are clearly speed-dependent (TAS).
    At 4–5 km the B-17 starts giving max-G warnings above roughly 300 km/h, the G8N1 around 500 km/h.

This shows that War Thunder already applies a speed component to the clean airframe.

What is still missing (or just not visible) is the interaction between existing battle damage and rising dynamic pressure. A damaged structure that holds at low speed should fail earlier or more easily once dynamic pressure increases. That part does not appear to be modelled (or is modelled only very weakly).

The same logic applies to the P-61 discussion:

  • Size and potential bomb load do not automatically create high combat damage tolerance. The structure is sized for the expected flight envelope (including design dive speed and limit loads).
  • Once that envelope is met, extra resistance against battle damage is not automatically present.
  • What matters is the remaining structural margin once damage exists — and how that margin shrinks with rising dynamic pressure.
  • That means at which point your inflicted damages weakens the structure enough to make it collapse.

That distinction between “strong enough for the design loads” and “damage-tolerant under combat loads at speed” is the core issue of this whole thread.

Have a good one!


@DirtyOldCommie - hidden behind a spoiler as imho off-topic:

Summary

Even as it looks like we had a misunderstanding and clarified that- i just finished a match which proved this previous statement:

I finished a match (replay link) showing a typical Air RB match:

  • More or less uncoordinated player actions leaving me playing a 2 vs 4 after 8 minutes and 1 vs 4 after 15 minutes. In classic shooter a clear defeat especially considering that my P-47 faced 2 BR 3.7 Spit Mk Vs, a 4.0 Ki-43 and a 3.7 Ki-44 - those guys fly circles around me below 6 km and my sole advantage is a way higher top speed above 6 km and a way higher dive speed.

  • My B-25 did his best to defend himself vs 3 attacking aircraft and damaged 3 of them (thx to bomber damage model upgrade) but the most dangerous opponent tried to pitch up which denied me to thin out their numbers by strafing them when repairing - i could have killed one or 2 repairing on the undefended airfield but resetting my energy advantage vs the Ki-44 would have taken too much time.

Based on my experience the only way to win was to drag all enemies above 6 km and away from my ground units, kill one or two of them and use my superior dive speed to turn the tickets very late game denying the enemy team to counter this move.

Worked perfectly:
3 guys went for me, a single Spit groundpounding wasted his ammo and killed just one pillbox (which granted me the option to win by tickets with a single pillbox kill) and i killed a Mk V Spit at around 6 km alt (22:58 game time). All i had to do was to fly a large loop to keep the Ki-44 behind me, use my superior dive speed and time my pillbox kill so that the Ki-44 and the Ki-43 could not catch me before the timer ran out.

I killed the pillbox at 24:39 game time whilst both JP planes had zero chance to catch me before the game ended after 25:10 game time.

Matches like these are the reason why i still play wt even after 30k matches.

Have a good one too!

4 Likes

I played 4.3 yesterday and got bullied by 3 Bombers that just don’t die anymore! How does Gaijin keep doing this? How do they put stuff into this game that no one wants in that way. Do you never learn? Listen to the community that tells you these changes were bad when they were on the dev server and stop putting bad gameplay onto live server… It’s like talking to a toddler…

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I think understanding that this behavior isnt a casual tossing of human decency out the window, but rather a demonstration of the increase in addictive behavior.

If you look at it throigh the lense of addiction withdrawal or disruption (dopamine), the behavior tracks. It is sad to see, but nobody is gonna pump the breaks on this industry. Just like nobody stopped any of the other major industries producing content that is massively addictive…

I am sad that guy is having a tough time.

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Gonna say you sound lonely and sad man (I do not mean that in a condescending way, I’ve been on that walk much of my life). If you ever wanna mesaage me on here please feel free to.

That said, I think a good community… which is flippin hard to find, would help.

so these parts were literally immune to damage?
Screenshot_2026-10-06-22-08-13-44_572064f74bd5f9fa804b05334aa4f912

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I hope they don’t just shuffle damage numbers back and forth until it feels right for them and call it a day, but actually start to implementing new damage mechanics and concepts. That’s what the model really needs.

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you’re right its more like 500 times

the zero had no lack of structural strength, it was rated for the same 12G ultimate load factor as P-51 at a target weight

yeah how do you think bombers were so tough all of a sudden lol

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Pulling 12G at low speed is less of a problem than pulling 12Gs at high speed. Also for heavier plane this means more excess strength.

Or in other words - if you have a steel support that is normally subjected to 100kg, that can survive 1200kg, and another support that normally is subjectednto 50kg, but can survive 600kg, which one will be easier to destroy?
Or in other words - to make 1st support break under normal load, you have to destroy a part of it that can support 1100kg (I know it’s not that simple, it’s just an example) while in case of support 2 - you have to destroy it to the point it loses the ability to hold 550kg.

Of course it’s NOWHERE near as drastic IRL, but generally it is more difficult to break a wing of a heavier aircraft than of a lighter aircraft assuming they are not pulling Gs at the moment and assuming both have same max G-load.

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Newest patch notes hit.
Now the damage models are greatly improved, HE penetrates better!
So Ju-88 went from tanking dozens of 30mm M-geschoss to the wing on top of a few R4Ms to tanking dozens of 30mm M-geschoss to the wing on top of some R4Ms.
YAAAAAY, fix of the year.
Seriously, tell me it’s April Fools already.

B29 is bigger, so after 1-2 R4Ms to the wing and about 30-40 30mm the wing breaks. Wow, just wow,. so basically big bombers still tank 10 times more than historically possible while fighters die to a single 20mm.

Just hit another one with 6 R4Ms to a wing and not from the rear aspect. Tanked it like a boss.

20mm?

How about 500 rounds near outer engine nacelle and to the right of it doing jack sh**?
Yeah, it’s all fixed.

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image
BALL, also they are much better now, balance wise

Around 2000 20mm landed with anti-armor MG151/20 belt (3xAPHE + 1xIT), all to the outer part of the wing (mostly around the mid-point between outer nacelle and the tip), mostly from 100 to 300m distance

Thing still flies straight. I hit aileron like 200 times and as you can see, it’s still there.

Added another 1000

Bombers are fine guys!

Every “1000” I counted as 3 reloads of cannons so in fact 3000 rounds fired, but I assumed my accuracy is 33%. It was probably better, but I’m willing to err on the safe side.

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Well Gaijin, seems you done borked bombers again. Constant pilot snipes from shots at the tail, constant instant “plane burnt downs” when nothing is on fire or you hit by one bullet, gunners pretty much have a heart attack at the first sign of an enemy. Guess I’ll put the bombers away again until the next screw up.

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Since the bomber changes have made it much more common to land while on fire, this leads to some cases of your plane burning down mid-repair, which is a pretty annoying way to die. I think this has exposed the need for a new mechanic of airfields.

The invisible airfield ground crew to be able to extinguish fires. Like repairing or rearming, it should take some time to complete. Rearmament and repair should be delayed until after fire fighting is completed.

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I will continue giving presents to bomber players until morale improves.

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Anti ground missiles are stronger than ramming, apparently

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LMAO.
I’ll have to learn to use the missiles. This is the only way.

Could you share your missile controls?

Can’t wait to face AIM-120s in my Ju 288 lol

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Mind to share a replay where exactly this happened?

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It indeed happens but not because “bombers get magically sniped”, but because when the weaker part of your wing can tank 3000+ 20mm shells, the pilot gets usually killed before wings or tail fail.
If destroying the tail takes f.e. only 1600 20mm hits, then it’s entirely possible that the pilot gets hit much sooner than the structural failure happens.

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