Laser bombs haven't been working properly for a month now

A bit late but they still are not fixed yet. I figured you can hit the target if you dive but it lost the purpose of using guided bombs and made you an easy target for SPAA.

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5 fucking months and those morons didn’t fix this bug

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and challenger 2’s still have accepted bug reports for around 3 years.

Trophy system on the Merkavas was broken for almost 2 years before being fixed lel

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Looks like they fixed the laser bombs.😛
Try it yourself

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Is it working?

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Actually looks to be.

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Yes, all laser bombs are working as they should now. Gszabi’s datamine also confirms this.

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Oh my goodness, I was waiting for your report to see if they finally got fixed!

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They seem to be terrible with actually updating reports these days. Though another, slightly older russian report did get updated

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Some new bug reports, not sure if these are detailing new issues, but going to post a quote from @sυρεrβυsτεr . Also, sυρεrβυsτεr I would recommend posting any updates or further info you get here so that more of the people tracking and reporting this issue see your info as well 👍

@Morvran pinging you to double make sure you see this post 👇

Going to ping everyone from the other thread about Laser Bomb issues, as this thread is the more active one now @ww2planes @XItsBalanceX-live @J-16D_PLA @onefineman @Elijah1573 @Flogger_cbs @Kdesmo

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Ive not done extensive testing, but was working a week or so ago. I’ll keep an eye out

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Since they released the patch its been working correctly here

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@zapchenk7

I don’t use laser GBUs much, so I’m not sure, but it still hasn’t been fixed?

Maybe it’s broken again, who knows?

Schrödinger’s GBU…

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Another report about the Skippers:

@sυρεrβυsτεr thanks for pointing them this way 👍

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@CalvinAz quoting it here for you friend 👍 (Send me a DM again if anything needs to be edited or updated.)

@sυρεrβυsτεr @zapchenk7 check out this info from @CalvinAz 👇

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It seems to me that, in that case, the in-game data about the range of this type of ammunition is heavily exaggerated, if we assume that this is only Gaijin’s projectile flight simulation.

  1. The game displays kinematic range, not tactical engagement range
    In War Thunder, the displayed “range” value represents how far the weapon can theoretically fly under ideal ballistic and aerodynamic conditions. It does not represent the real effective guidance or employment range of the weapon.

In reality, for systems like Paveway II and AGM-123, effective engagement range was primarily limited by laser geometry, seeker field of view, and designator performance — not just by flight kinematics.

  1. Gaijin separates flight physics from seeker logic
    WT simulates missile/bomb flight and laser seeker behavior as two separate systems:

one models boost/glide and aerodynamics,

the other applies an artificial laser acquisition scaling model.

As a result, a weapon may be able to physically reach long distances, while being unable to acquire or maintain laser tracking — even though the stat card still shows a large “range” value.

This creates a mismatch between hangar statistics and actual in-game combat performance.

  1. Real military documentation does not define a single fixed “range number”
    For Paveway II-class weapons, there is no single official “seeker lock range” value. Instead, real documentation describes employment envelopes that depend on:

release altitude, attack geometry, designator type and power, atmospheric conditions.

WT reduces all of this into a single static number, which is inherently an oversimplification.

If we accept the current WT model as a simplified simulation, then the “range” values shown for laser-guided weapons are primarily kinematic marketing numbers, not realistic combat-effective engagement ranges.

This is not necessarily a bug, but it is a UI/stat presentation problem, because it implies a level of real-world accuracy that the underlying guidance model does not actually support.

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