Hello everyone, Hope Everything Good.
I’d like to open a detailed discussion regarding the Accuracy KAB-500Kr TV-guided bomb , specifically focusing on its lock-on range , which appears to be modeled significantly shorter in War Thunder than its documented real-world capability, since there is multiple versions, i would like to focus on the maximum lock range of KAB-500Kr.
1. The Core Discrepancy
- In-Game Performance: Currently, the bomb has a practical lock and launch range of approximately 2 to 6 km in clear weather. This forces aircraft very close to heavily defended areas.
- Documented Real-World Capability: Multiple technical sources and manuals indicate the KAB-500Kr’s electro-optical seeker has a maximum lock-on range of 15 to 17 kilometers under good daylight conditions against a typical target. Its fire-and-forget capability is a key feature, which it seems is not well detailed in war thunder.
2. Technical Data Comparison
| Feature | Real-World KAB-500Kr | Current War Thunder Implementation |
|---|---|---|
| Guidance Type | Electro-optical TV, Scene-Matching Area Correlation (SMAC) | TV Guidance (simplified) |
| Typical Lock Range | Up to 15-17 km (pilot visibility/TV seeker dependent) | ~2-6 km (clear weather) |
| Key Advantage | True “fire-and-forget” : pilot can maneuver immediately after launch. | Requires maintaining a loose line-of-sight, negating the core advantage. |
| Primary Limitation | Daylight and clear weather only. Cannot be used at night or through clouds. | Performance degraded in rain/clouds (correctly modeled). |
3. Why This Matters for Gameplay & Balance
While balance is crucial, the current implementation nullifies the weapon’s historical tactical use:
- Historical Role: It was designed for high-precision strikes from a relatively safe stand-off distance , outside the range of many tactical air defenses.
- Current In-Game Role: The short range forces players into the heart of SPAA and SAM coverage, making it a high-risk weapon. This arguably makes it less effective than simpler, unguided bombs in many scenarios.
- Comparative Balance: Other nations’ stand-off weapons (like certain laser-guided munitions or long-range ATGMs) can engage from similar or greater ranges without requiring the launch platform to be directly over the target area.
4. Conclusion & Suggested Discussion Points
The current ~6km lock cap feels like an arbitrary gameplay restriction that severely undercuts the weapon’s identity. Adjusting the lock-on range closer to its real-world capability (even if staged or limited to certain maps/conditions) would:
- Provide a unique and historically accurate niche for Soviet/Russian strike aircraft.
- Introduce more meaningful stand-off attack options for top-tier ground RB.
- Create more dynamic gameplay between attackers and defenders.
What are your thoughts?
- Should the lock-on range be increased?
- How could it be balanced (e.g., longer lock time, more sensitivity to weather)?
- Are there other historical sources that confirm or contradict this data?
I’ve attached sourced technical references below. Let’s keep the discussion factual and constructive.
( Tell me if there is something i did not mention. )
Sources:
- Jane’s Air-Launched Weapons
- Technical manuals and analyses of the KAB-500 series
- Performance comparisons in other combat flight simulators
Thanks For reading mates!

