Repair, respawn and rearm is an abstraction to allow for multiplayer 16 v 16 encounters to be possible.
If Warthunder was singleplayer, we’d instead have reloading.
Multiplayer MSFS, vatsim has “respawning” in event of catastrophic failure.
You can respawn in sailwind. You can have a shipyard give you a new boat within a few days rather than the years it takes realistically.
You can reload in KSP or have instantenous new rockets built.
You can reload in Orbiter.
You can reload in truck sims.
You can reload in train sims.
You can observe your launch procedure from third person in orbiter, KSP.
You can observe your sub in third person in the various submarine sims.
Crew healing is meant to be an abstraction of getting a new crew in, or acceleration of real life timelines for recovery for smaller injuries.
Tank repairing is again an acceleration of timelines to be given a replacement tank.
For warthunder’s realism, I can only speak confidently about the aviation aspect:
Realistic and simulator battle rulesets, Full-real controls set-up (no instructor) - you can play in Air RB using Full-real controls, and if you read old forums - instructor controls were seen as a means to ease in, not the be all end all:
- When you initiate take-off, left-turning tendencies pull your aircraft off-course and require appropriate rudder correction.
- Left-turning tendencies is modelled as function of airspeed, engine torque and propeller shape. Aircraft that have unique designs like itallian props with their assymetric wings are appropriately modelled as counteracting these tendencies. Otherwise, appropriate rudder input is required to fly coordinated.
- Gyroscopic precession is modeled.
Taking a plane that’s sufficiently light with sufficiently powerful engine to exagarate the issue (bf109s, spitfires) - level out in flight and apply sudden backpressure. Your plane’s nose lurches to the right just as we expect to happen with real aircraft.
Doing the same and applying forward pressure, the nose lurches to the left as we expect.
Slip indicators display appropriate information and suggestion of action (apply left pedal for pitch up, right pedal for pitch down).
- Propeller efficiency, and consequently the ability to stall propellers is modelled. Having too small diameter propellers moving too quickly without the proper propeller pitch without sufficient airspeed makes them lose thrust. This stalling behavior changes with altitude.
- When putting your aircraft into a left bank, the nose slides off to the right and up. When putting your aircraft into a right bank, the nose slides off to the left and up.
This is sideslip, and it is in broad strokes appropriately modelled.
AIrcraft with assymetric wings, spoilerons don’t experience it or only minimally.
- Stalling in a slip is properly modelled. Due to the nose “dirtying” the air over the outside wing, we expect the outside wing to stall first and make the aircraft level out. This happens just as we expect.
- Stalling in a skid is properly modelled. Skid occurs from over-correcting slip, pushing the nose below the horizon and dirtying the air over the inside wing. The inside wing stalls first, dropping it and putting the plane into a spin as it turns upside down. Fully developed, we obtain a flat spin.
- Using slips to dump altitude (cross-control, forward slip) is modelled and can be done reliably.
- Proverse roll is modelled and is a cruical part of flying in near-stall conditions to maintain stability even as ailerons lose authority, just like with real aircraft (Falling leaf instructional maneuver is fully doable in warthunder).
If Warthunder was not trying to be realistic in its realistic game mode,
why are all of the above modelled in better details than microsoft flight sim 2020?
Are the individual vehicles’ performance characteristics perfectly accurate to their real life counterparts? No. Warthunder is not as high quality in the individual vehicle department due to its main advantage: Lots and lots of vehicles, many obscure and forgotten. Other sims stick to only a tiny handful of vehicles, which afford greater individual detail.
Are the exact scales, forces and sensations perfect? No. However, these flight dynamic principles exist and are relevant and affect gameplay all the same. Getting them perfect is something only very expensive, dedicated trainer programs have. Furthermore, perfection is partially based on the quality of input and output. It’s difficult to judge the pitch stability of a spitfire without using a flight stick of the appropriate dimensions for instance. DCS also suffers in this regard.
Warthunder has made an effort in its early days to take the IL-2 experience and offer it to a wider audience with the means to ease into the gameplay through assists and simplified procedures.
Sometime around late 2010s something changed and instead it decided to arcadify rather than simply improve accessibility.