Manual locking and auto firing

When will we be able to use the ballistic computer, manually lock onto targets, and fire automatically? This is what modern combat looks like—someone is already making it. Gaijin needs to keep up and not fall behind.

probably never because it wouldnt really be that fun as it kinda defeats the point of the game

modern fire control systems are made to simplify the crew’s jobs, but in a game this can be counterproductive to the point of playing a game

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It should enhance the gaming experience, right? Players can choose to fire themselves, or select a target to lock on and then let the computer fire automatically. Real combat should be like this, I guess.

if you mean ground targets, this exists, its called CCRP but it doesnt work with GBUs which i think is really stupid

Having a toggle for it rather then having to hold the key down would be nice though

So, what you want is to basically remove any actual player input?

What’s the point in learning how to aim, spot enemies and lead moving targets if the game does everything for us?

Might as well install third party cheats and have the game be played for you by an AI.

Spoiler

Don’t do this, that would be stupid

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Maybe, I don’t really see the issue with press & hold for CCRP given it’s only for a few seconds

Would literally give the game AFK farms for base bombers

Modern crewed jets never automatically launch munitions. Anyone telling you otherwise is lying. That would open up a shed load of malfunctions and issues that would need to be rigorously maintained at immense expense (not to mention the expense of the validation) for something that is frankly a non-issue.

CCRP - which is the closest to what you are implying - is already implemented correctly, with the exception of LGBs.

This is what modern combat looks like

Modern combat looks like a wall of F-35s up front supported by a wall of F-15s behind using aggressive amounts of datalink to engage targets from absolutely ages away with an immensely complex EW environment on top of kill chains that simply do not exist in WT - and I doubt they ever will.

Gaijin needs to keep up and not fall behind.

I take it you never played when the game’s most modern jet was the Hawker Hunter.

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What I mean is, this isn’t just a shooter; it’s a military equipment simulation game. As a shooter, it’s already enough (there are way too many shooters out there, the market is packed). The great thing about War Thunder is that it lets players get as close to the real experience of the equipment and vehicles as possible. This aspect is the foundation of War Thunder and should keep getting better, making it hard for other games to catch up. Just think about it: as a shooter, even if all tanks had the same engine sound, it wouldn’t really affect gameplay, right? But Gaijin clearly pays lots of attention to these “important details” that aren’t about shooting. This shows that War Thunder isn’t just focused on “shooting” but on realistic equipment simulation.

I don’t play the Air Force or the Navy

Well, “as possible” within the intended scope of the game… ;-)

WT isn’t a hardcore sim like DCS, where the (fewer) aircraft modelled come with all bells and whistles, but a game that has a more gamified approach, while still trying to be accurate. This however in many instances - especially with more complex systems - comes with a price…

With any “model” of a real world thing, one has to decide on how to balance realism and complexity. That applies for e.g. modelling, simulations/games, but also even science: You can either have a perfectly accurate model, or you can have a easily manageable/usable/interpretable one (as I had to learn painfully in my PhD…).

Not a single one is at either of the two extremes, it’s always a question on how you want to balance realism and manageability: DCS and MSFS for example have the bar closer to realism (and thus are quite complex), while WT has the bar lower (easily playable, but still somewhat close to the real thing), while “The-Other-One” has the bar even closer to playability, and doesn’t really bother too much about realism at all…

The problem I see with WT is really that everybody has his own idea as to where this “bar” should be, how playability and realism should be balanced, and thus any descisions of the developers that sets this bar are always challenged with a lot of passion - and I include myself here as well, I admit.

It’s an arcade shooter trying to be a simulator

It bases it’s mechanics and features on IRL aspects, but not well enough to be deemed an actual simulator

If you want a simulator game, we already have dedicated examples, those being DCS for aircraft and GHPC for tanks

Steel Beasts is the most hardcore

Ah yes, Zomber 2.0…