General Japanese & Thai Ground Forces Discussion HQ

I have submitted a bug report regarding the reload speed of the Type 74 Tank.
According to official specifications, the Type 74’s loading time is less than 4 seconds.

Because this issue has a significant impact on the Type 74’s in-game performance, I would like to ensure that it receives a review by the Tech Mods.
I would really appreciate it if you would click “I have the same issue” button.
https://community.gaijin.net/issues/p/warthunder/i/4iv0jNL14vs2

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On the topic of the Type 74 reload, something I’ve been curious about for a while is this, although it’s not really relevant to the game.

image

According to XD9002, the original production model of the Type 74 Tank had something called a “loading assistance device” (装填補助装置) which held 4 rounds. It was later replaced with the 6-round ammo box below the breech with the Type 74 Tank (B).

This is definitely not the “semi-autoloader” of the STB phase 1 prototypes, which was an actual automated 10-round chain magazine that moved shells up to the breech.

My guess is that this 4-round loading assistance device was a simple ready rack; perhaps a manually rotated round holder below the breech, or simply just a flat rack of 4 rounds.
It seems extremely difficult to find pictures inside an original specification Type 74, from before this was replaced with the simple box.

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Reload times are a balance factor that Gaijin sets

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I also don’t expect the reload time to be changed exactly to what I proposed in the report, due to game balance considerations. However, the current in-game reload time (8.7 seconds with a base crew) is more than twice as long as the reload time stated in the specifications (4 seconds).

I believe this is beyond what can reasonably be justified as game balancing. Balancing should be done within a range that does not deviate too far from the actual values.

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sounds fair

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8.7 to 6.7 is Gaijins default reload for medium calibre guns (76/90/105 etc)

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Then it might be time to revise the default reload speed for 105×617 mmR rounds, given the new evidence.

In any case, I think the current reload speed is far too detached from reality.

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I’m so curious about the performance of the ERA, too bad we’ll never know (at least in the near future)

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Straight to 10.0 nooo

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It’s likely very good or really bad I’m betting on bad because Japan does not have the experience in the ERA technology like the USA or Russia.

But anyway I hope we get it in game would be useful in infantry might eat an RPG.

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I have posted a bug report regarding the Type 60 ATM’s gear configuration.
The torque converter is missing and the gear ratios are incorrect.

If this report is accepted, the Type 60 should get better acceleration and faster reverse speed, making it slightly more comfortable to use.
https://community.gaijin.net/issues/p/warthunder/i/HJikPnwlNGwA

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How tf is the Type 90 not in the same Sim bracket as the BMPT

Hoping to see this soon with the object 478du8 as well🤞

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I have been reading through the Type 74 Tank specifications and found multiple potential modeling inaccuracies in the in-game Type 74. However, I’m not sure whether some of these differences reflect in-game conventions or simplifications made for gameplay or balancing, rather than actual modeling errors.

Hydraulic Suspension

Spoiler

According to the specifications, the hydraulic suspension can tilt the hull by ±6° forward and backward. However, based on my in-game testing, the in-game tilt limit seems smaller.

Is there any way to check the suspension tilt limit from datamine?

Gunner Optics Zoom

Spoiler

In WT, the Type 74 has gunner optics with 7.4x – 8.0x zoom and NVD capability.

However, according to the official specifications, the gunner’s optical equipment is as follows:

Optics System Zoom NVD
Gunner aiming periscope Telescopic 8x No
Gunner aiming periscope Observation 1x No
Direct telescopic sight Daytime 8x No
Direct telescopic sight Nighttime 9.6x Yes

I’m not sure how this should be represented in game.
The most realistic implementation would be to give 1x – 8x zoom for the gunner, and a forced switch to 9.6x when using NVD.
The simplest alternative might be to give the gunner 1x – 8x zoom with NVD available at both magnifications.
If the periscope is ignored for some reason, the gunner should get 8.0x zoom without NVD, and 9.6x zoom with NVD.

Commander NVD (Debuff)

Spoiler

There appears to be no commander NVD in real life, unless I’m missing something.

Ammo Stowage

Spoiler

Below is a summary of ammo stowage capacities and locations.

in-game Original Type 74 Type 74 B – G
Hull ammo rack 30 30 28
Loading assistance device 4 Located below the gun breech (Not enough source)
Floor ammo rack 4 6 Located below the gun breech in-game, likely IRL too.
Ammo rack on turret basket 7 7 7 Located at the left side of the turret in-game , but likely incorrect correct
Turret bustle ammo rack 9 9 9

The number of rounds stored in the hull for the C, E, F, and G variants is clearly incorrect.

Thanks to skultew1234, confirmed to be correct.
The 7-round ammo rack on the left side of the turret in-game likely corresponds to “ammo rack on the turret basket”. However, based on video footage, there seems to be no ammo in that location in reality. Therefore, the in-game placement seems inaccurate, and I’m not sure where this rack is actually located.

Interior photos or documentation showing ammo rack positions, especially the one on the turret basket, would be very helpful.
Correcting the position of the ammunition could slightly improve survivability.

Heavy Machine Gun Traverse Limit

Spoiler

The specifications state that the heavy machine gun can traverse 360°. However, it is limited to 180° to the left and 80° to the right.
Some roof-mounted machine guns in WT can turn 360° regardless of hatch position, so the Type 74 should theoretically be capable of the same.

I suspect that current limitation exists because a part of the HMG mount interferes with the commander’s hatch. If I could prove that this section can be rotated upwards when the MG is elevated, the devs might allow it 360° horizontal traverse. This change would make anti-air combat slightly easier.

Gun Depression Limit (Debuff)

Spoiler

According to the specifications, the horizontal traverse range in which the maximum gun depression of –6° is available appears to be narrower than in the current in-game model.

Rangefinder Distance Limit (Debuff)

Spoiler

The minimum and maximum measurable distances are 300 m and 3000 m according to the specifications. However, the in-game minimum distance is 200 m, and there seems to be no upper limit.

Breech Shape

Spoiler

In a drawing from the specifications, the gun breech looks larger than the current in-game model?


image

Smoke Grenades

Spoiler

According to the specifications, the Type 74 carries 12 smoke grenades onboard. This suggests that the tank should be able to reload the smoke grenade launchers once, even outside capture points.

However, as far as I know, there is no vehicle in WT that can reload external smoke grenade launchers. I’m not sure whether this is due to an in-game convention, or simply because the total grenade stowage capacity of other vehicles is not known.

Community Bug Reporting System (Incorrect Smoke Grenade Count on Arietes(MBT)/Centauros)

Not a bug. Many tanks have smoke grenades in their hulls for reloading smoke grenade launchers. At the moment there are no such mechanics in the game, but perhaps they will appear in the future.

List of Specifications

Spoiler

Below is a list of Type 74 specifications. Both provisional and finalized versions are available online.

I’m quite surprised by the number of differences between the in-game model and the official specifications. I’m planning to report them one by one, but it will take some time.

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image
This ammo rack positions can be seen on your photo. Rounds are missing and because of it mounts were tilted up for more space

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Thanks! I was wondering what they were.

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You should make a Machinery of War thread for these

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A lot of vehicles have gun optics purposely incorrectly modeled. Per Gaijin’s own reasoning, it would be “overpowered” if tanks could have both null (1x) and high (8x~) zoom.

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x1 is mostly not aiming sight and just for overview

I created a new topic.

Thanks! I replied to you in the new thread.

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