Major Update “Hornet's Sting” — DEV Server Changelog (28.02.2025)

So, barely noticeable then

Am I missing something? Where is that item recycling tab?

@Smin1080p_WT

Can we please get a statement why the pre-production UHT (HAC) is in the French Helicopter Tree?
France never acquired these and they were intended for Germany but the UHT was later adopted instead.

It didn’t even get past trials. Is this final for the French Helicopter tree?

Edit: Found the cancelled program from Airbus. Here’s the PDF detailing the cancelled PAH-2 program. This helicopter should be in the Germany Helicopter Tree… Why is it in the French one?
https://www.forecastinternational.com/archive/disp_pdf.cfm?DACH_RECNO=1378

Image


Also note worthy mention the Spanish HAD/E Block II for Germany is missing Spike ER’s.
https://community.gaijin.net/issues/p/warthunder/i/nKtu1HHDAIDg

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…About twelve years too late. On top of this, the 1800 still remains missing on the Do 217 E, He 111 H, & Ju 88 A as you can see below:

Manuals:

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Then why not make arcade tanks have the AI crew automatically do all lead calcuations so the player doesn’t have to? For air, have the machineguns magically shoot long as you’re pointed at the enemy plane?

There is a point were ‘arcade’ is not the same as ‘dumb down.’ What makes naval arcade fun is it’s a bit faster, you can spot all the enemies, the planes are arcadey, there’s ammo respawns/refreshing, etc. Still having to figure out the x/y/z axis leads to aim is supposed to be part of the FUN of naval. NRB just makes you have to constantly readjust your elevation, which honestly is what turns me off most from NRB- that should be automatic like in arcade, but the actual leading and aiming should be player.

As well, the new ‘destroy the one compartment’ bit is annoying too. Previously, you HAD to actually sweep your fire up and down/side to side in order to engage enemy ships properly, you HAD to actually understand how to put fire in at angles to land hits on someone trying to bow tank (effectively there IS no bowtanking- you just have to change your firing angle to strike along the length of the ship). Now it’s just making it, with the addition of the new aiming mechanics, far far far easier to destroy coastal ships with easy. Hell, what’s the point of armour on, say, the SGB Grey Goose, if the enemy ship can just blast at the unarmoured portions until you’re dead? Effectively it’s creating a healthbar system for coastal vessels.

Again, these changes are unwanted and unwise. The bots update is good- that was not an update though, but an error on the devs part. These changes though, are just the march to NAB becoming more and more unplayable.

I’ll also, again, note the complete silence from the devs, as usual. They have no communication with naval players.

4 Likes

If there’s going to be this level of damage in naval, there needs to be way more compartments available, at least the current amount longitudinally for smaller ships but also split into left/centre/right at minimum and the amount necessary for permaflooding to happen lifted (and also needs vertical compartments too, to avoid just spamming rounds above the waterline affecting things underneath it)

Right now you can just salvo a couple rounds of HE at the superstructure of some ships and instantly cause them to permaflood lol, or just getting lucky on a BB and game-over

Edit: seems to be almost purely penetration based as well, so even rounds with low filler that perforate will still cause compartment damage that can induce permaflooding without ever hitting the waterline lol

Edit of the edit: seems crew now also flock to compartments despite them being black, repeatedly hitting boiler rooms can kill 80% of crew - also also, the lack of a severe damage mechanic like air when you can induce permaflooding, seems kind of a notably missing element given how this will impact things

1 Like

Hello. HAC and UHT are separate variants. HAC is spesifically the French version and has no place in the German tree. The German tree also already has the HAC. If you wish to suggest other pre-production versions of the Tiger for Germany, suggestions are always welcome. But Germany already has the UHT and is also receiving a premium Tiger HAD this update.

HAC = Hélicoptère Anti Char

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This is not a bug. Its intended for 11.0, so Spikes will not be added for it.

3 Likes

Indeed.

3BM42-proof cheeks without WAR.
3BM60-proof cheeks with WAR.
Remove unhistorical DM53, keep historical CL3143

Make 11.3.

Profit. Balanced and relevant Ariete.

4 Likes

@Smin1080p_WT I got an question, when the Combat weight of the PzH 2000 is 57 tons, how can an upgraded one with extra Igel armor on top go down to 55.3 tons?
https://community.gaijin.net/issues/p/warthunder/i/NaoX2uAVy44H

Thank you for the response, will keep note.

However, the HAC never passed trials or ever adopted. The only ever consideration was the HAC in the PAH-2 program but the UHT/UHU ultimately won. Why is it being added to France if it never entered service?

Edit: Let me clarify, the HAC/PAH-2 (German designation) is not the UHT/UHU. HAC/PAH-2 was entirely shelved in 1993. UHT is a derivative of the HAC/PAH-2.

HAC certainly did do some trials and passed some trials, in fact there are Tiger HAC manuals.

1 Like

It never was adopted and officially cancelled-Not once but twice, this would be better off as an event vehicle than in the tech tree.

Passing some trials=/Passing all trials, therefore it never passed.

This is not a requirement in game. We have many vehicles that were trailed only. The version coming is the French HAC version spesifically. Not the later version which became UHT.

3 Likes

Yak-141? Mirage 4000? I mean I could go on and on.

2 Likes

If this is the case, why did Germany not receive the export of it which is designated PAH-2? Both France and West Germany were candidates. It would certainly make grinding the Helicopter tree for Germany much less lack-luster if this was a pre-requisite to the UHT.

France also already has multiple iterations of the TIGER.

There was no vote on this, so it will be implemented anyway. It doesn’t matter if the actual Naval Arcade players will like this change or not, the devs don’t care and never cared about their opinion.

Notice how everyone who “likes” this change don’t even play Naval Arcade. You can check their profiles and how many battles they have in this game mode. Maybe they think they will like Naval Arcade more after this change, I don’t know. I suspect they will try this new aiming and after a few battles, maybe a few days say something like: “Naval is boring, it’s good I never played it!”, and never touch this game mode again. But some players that actually played and enjoyed old Naval Arcade will quit because of this change. This is what has happened many times in the past. That’s why Naval Arcade is in such a bad shape right now with barely any players left.

It also doesn’t help that the devs “don’t have time” to fix very annoying Naval Arcade bugs that actually cause many players to not understand what is going on.

For example, this is a very old bug I wrote about more than 2 years ago:

Aim inaccuracy with Arcade aiming bug

This is another problem that appeared after “Apex Predators” update. For some reason your crosshair position is no longer properly synchronized with the distance if you use Arcade aiming. Before mentioned update, it was all fine, so you could play by feeling. You can’t do that anymore, you have to look at numbers to figure out where your shells will land.

So for example, aiming this way before “Apex Predators” update would hit the enemy, because I’m aiming the enemy lower hull area with my crosshair.

But after the update, you can see, the guns are set at 6.12km, but the enemy is at 6.18km. This means I will shoot too short! To hit the enemy, I have to move my crosshair much higher, aiming his chimneys in this case, to hit his lower hull area:

This is very annoying bug, that affects long range aiming even more than short range one.

Another example of this problem, at long range:

To hit this enemy, I have to move my crosshair much lower than his position is. Only this way my guns are set to 10.86 km. If I moved my crosshair at him, I would shoot way too far.

Not long later, when the enemy moved a bit and I reselected him, it’s now the other way round:

I have to now aim much higher than the enemy position to hit him. As you can imagine, this is very confusing, because you never know how to aim next time you target lock the enemy (even the same one!). You have to look at numbers, crosshair position is completely useless.

In this case the enemy is barely moving, so it’s still doable. But it is much bigger problem, when the enemy is closing or extending the distance and your crosshair position means nothing.

This bug was never fixed, no one cares about it. You can only guess how many players tried Naval Arcade, but didn’t know about this bug and decided that “Naval Arcade aiming suck, it doesn’t make any sense!”, because they couldn’t understand that your crosshair position is not reliable after the “Apex Predators” update. But this is just a bug. Before this update it worked flawlessly. After this update you have to sometimes make additional correction for this bug, but you first have to know this bug exists and how it works to counter it.

This is the real issue, but who cares about the real issues of this game mode? It’s better to make some completely crazy changes and hope that maybe somehow more players will start playing this game mode.

I don’t even understand how they want to attract more players with this change. Assuming someone already plays Ground Arcade, after this change Naval Arcade aiming will work differently than in Ground Arcade. It will be a disaster for your brain to play both modes at the same time. In Ground Arcade you still need to make a correction for the enemy speed and direction (when he is moving). You don’t shoot where the enemy is, you shoot where the enemy will be when the shell reaches him. After the change in Naval, you will have to shoot where the enemy currently is, even when he is moving (which is illogical, because his position will change in a few seconds, when your shells will land). I play Ground Arcade a lot, and I often shoot at enemies from the side, when they are moving at full speed. I know it will be a problem for my brain to use two different aiming systems in Naval Arcade and Ground Arcade. Currently they work the same way, just the shooting distance is usually different (so the correction has to be bigger in Naval). But at least the logic is exactly the same. It will be crazy to have two different logics. And like I said, I don’t even understand this change, we already have a big green circle on the screen that basically sais “shoot here!”. Somehow this is not enough?

2 Likes

@Smin1080p_WT
Hey Smin I was wondering if Israel would be receiving anything other than the premium Netz for this update?
Any domestically designed weaponry or possibly a second vehicle?

2 Likes

This update, Germany is receiving the Tiger HAD as a premium. The HAC has been a very longstanding suggestion and request from the French community that we have been aiming to introduce for some time.

As I mentioned previously, suggestions for other variants to introduce in the future are welcome: Heli - War Thunder — official forum

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Thanks, sorry for the bothering but I just have one last question.
Is there any official answer on the avionic blocks for all Eurocopters being modeled correctly? Currently many modules are modeled for weapon controls when they are intended to control misc. subsystems. Is there any action being taken?

https://community.gaijin.net/issues/p/warthunder/i/VKpEKNlri3T9