Hey everyone how do the Spikes actually work? Do they need to lock onto an engine? or any parts of a tank? How are they modelled in war thunder because sometimes I can lock people when only their turret is visible, sometimes I can’t even lock them when their entire hull is visible so I’m a bit confused, also once locked and fired will it retain the lock even through buildings and the likes because I’ve had some funny moments happen?
Short Answer: They don’t
Long Answer:
I assume when you press the lock button, the game fires a spherecast or they have some sort of conecast (spherecast is basically projecting a sphere of a certain size from the point of origin to the max distance and seeing if it intersects with anything while conecast checks if there is anything within a cone with an specified degree angle from the origin) and checks if it hits the the vehicle’s collider. If it does then it “locks” the target
Collider visualization:

(war thunder uses convex colliders so they are more detailed than just boxes but I don’t really care enough to make it detailed enough to show that and this gets the point across)
You dont like disabling commanders MG four times in a row on a single tank?
Interesting, does it have nothing to do with the box that shows up when you try lock?
The box is just there to show you what target you have locked on and its size doesn’t actually play a role
Funnily enough, this is because they have added a random inaccuracy modifier on the tank where the missile tries to guide to a specific offset from the center of the tank… But it doesn’t really work too well, especially on smaller tanks xD
Where do you think the lock on laser comes out because half the time it just kinda locks onto something thats not even in my sight
If i remember correctly it’s from the missile itself.
A tip i have is to use commanders sights and then activate the commander aim mode so that you are able to see and fire from the command sight. On most vehicles the commander sight is higher up than the gunners sight so you are able to stay more hidden but still be able to aim and fire your spikes.
I appreciate that, I’ll try to use it but I find it a bit of a pain. Is there a way to use them outside of the gunner/external view cycle?
The only views you can fire them (as far as i know) from are gunner, 3’rd person and commanders view (for commanders view you first have to activate the “commanders aim” key bind, after that the commanders sights works just as the gunners if the tank has that capability).
If only you could launch spikes in IOG/GNSS mode…

launches at enemy spawn as soon as match starts
best counter to the new pantsir
They don’t work.
You launch 4 at them on a T-serie, you’ll hit :
- Commanders MG ;
- Back corner of the MBT ;
- ERAs which will eat the whole ATGM ;
- Nothing (sometimes the Spike goes into space, you don’t know why).
And you’ll play those IFVs at 10.7-11.0 BRs.
“YES, A HIT”
I actually managed to one hit a T-72 a couple hours ago. I was ecstatic
I doubt that we are going to see full on LOAL munitions in GRB anytime soon.
I’m more looking forward to AKERON if that ever comes, one of the modes it has is manually guided through a camera in the nose, so imagine flying the scout drone in only first person view but it’s a fast missile you can fly into a target.
I mean… Kh38ML has GNSS mode soooo
Spike has an identical mode aswell
But then it doesn’t go to laser after that right? I think If you fire it in GNSS it stays in GNSS mode.
It does go into laser