Are you surprised? “Naval mode is finally dead.” They are just nailing in last nails in the coffin with this.
i sure do love screaming into the void
Closed the day it was opened. It helps if you understand a system before you complain about it. The BRM’s comment was funny though.
The funny thing about this issue is that, even with the default belt on the USS Cyclone, I used to aim with the APDS shell when we had full manual control over our guns.
You could do that because it was all about making corrections. It was like making an extra correction on top of the standard correction.
The result was that the HEI-T shell would miss, but the APDS shell would hit the target. It was the only sensible way to use this default belt, especially at distances over 2 km. I even had a situation where I killed two enemies at once - when I aimed at one enemy boat with APDS shells, my HEI-T shells randomly hit another boat in a completely different position and killed it too, which was hilarious.
I’m not really surprised that, with the new automatic aiming system, Kweedko didn’t understand the problem with these guns. It’s a bit complicated and the default belt on the USS Cyclone was always broken. With manual aiming, at least you could correct for it and use APDS shells when needed.
In the current system, you don’t see exactly where your guns are aiming, so you’d have to adjust based on the APDS shell tracers (and ignore HEI-T tracers). This is tricky, especially since the automatic aim keeps changing where the shells land, so you have to constantly keep track of it. I suspect it’s now almost impossible to use this default belt the way I did with manual aiming in Naval Arcade.
Nowadays, it’s really better to test things like this in Naval Realistic, where you can actually fully control your guns. It makes it much easier to understand what’s going on with your guns and shells.
So I’m not trying to make fun of anyone here, it’s very easy to not understand what is going on. It really looks like something is seriously broken when you use this vessel with the default belt.
I suspect this whole issue can’t even be considered a bug. It would probably have to be suggested to remove the default belt that’s causing the problem. But even passing simple suggestions to the developers is almost impossible in War Thunder.
Oh there should definitely be a bug report by someone about any gun belt on any vehicle with differential MVs like that. It’d be an easy fix.
It was closed only cause i added datamine screenshot to the first one report. You can report it again, pointing out that cause of the problem is default belt with different bullet speeds which conflicting with aiming systems including RB one, where it stucks on 3km max as i stated in my report and that fact was ignored(I bet if you load HE belt you could aim further than 3 km with it) as was ignored my videos where clearly shows that after 2 km in AB, none bullets can reach the target on default belt.
I don’t report bugs nowadays because I’ve wasted a lot of time on it in the past, and I’m really tired of dealing with bug moderators in this game. I have much better things to do with my life.
In the game, these HEI-T shells have a 3 km auto-destruct range. War Thunder doesn’t use a realistic time-fuzed system, only distance fuzes. It’s unrealistic, but it is what it is.
This means the game ignores the time after firing and only counts the straight-line distance the shell travels. Once it reaches 3 km, the shell simply explodes. In reality, shells use a time-fuze, as tracking distance is too complicated.
Because War Thunder’s devs set the HEI-T shells to self-destruct at exactly 3 km, it’s impossible to hit targets beyond that distance with these shells, regardless of the belt. But the truth is that due to their high drag, I wouldn’t even use them above 2 km. They’re effective against targets 1-1.5 km away, but the farther the distance, the worse they perform - they simply travel too slowly.
I don’t see any videos from you. I just checked, and the default belt works fine in the test drive. In battle, however, it can feel like the belt isn’t working at all for the reasons mentioned above. HEI-T shells are too draggy to hit moving targets even at mid-range (2-3 km), and APDS tracers flying off into space can be confusing as well.
But once you understand the issues with the default belt, it actually works as intended:
Shooting at 2.7 km using HEI-T shells with the default belt.
Shooting at 2.7 km using APDS shells with the default belt.
As you can see, everything works fine. You can see how long it takes for HEI-T shells to reach the target (fortunately, it’s standing still). You can also see how big of a correction I have to make when using the default belt to hit the enemy even at 2.7 km with APDS shells. From what I remember, the correction used to be much smaller with manual aiming, and the tracers were also much more visible back then. Nowadays I probably wouldn’t even try aiming like that in battles.
The thing is, this default belt doesn’t make any sense in the current configuration.
You didn’t understand the problem, you can’t adjust range beyond 3km in RB with default belt.
They attached to the issues - one of them
ps. tested some more its 2.3 km+ distance where bugged behavior appearing in AB, on 2.3km- atleast one of the shell types in the default belt land on target.
Because HEI-T shells have a maximum range of 3 km in War Thunder. You can still aim beyond that with APDS shells, using the default belt:
Shooting at 3.2 km using APDS shells with the default belt in Naval Realistic.
Oh, I see. We can’t see attached files in bug reports - only you and the moderators can.
Anyway, it works fine for me. I can easily hit the target with HEI-T shells at 2.1 km:
Shooting at 2.1 km using HEI-T shells with the default belt
BTW, we’re getting way off-topic here. If you have more questions, you can always PM me. For me, everything seems to be working fine - and by ‘fine,’ I mean the shells behave as they should. It’s just that the HEI-T/APDS belt combination doesn’t make any sense.
Now move to 2.3, aiming on moving target also breakes on that point like on this video
btw. There never been “topic” here.
I won’t even try aiming at a moving target 2.3 km away, because as I mentioned before, these HEI-T shells are too draggy and it wouldn’t work anyway. Maybe the new automatic aiming system has to make such crazy corrections that it actually stops working - I don’t know. Even with the previous system, these shells were too slow for distances like that. You would want to use APDS shells when shooting at anything moving over 2 km away anyway. And with this automatic system, I can’t easily aim with APDS shells when using the default belt, so I can’t even test it.
HEI-T shells work fine against a stationary vessel at 2.3 km, though:
Shooting at 2.3 km using HEI-T shells with the default belt.
Just forget trying to shoot at moving targets beyond 2 km with HEI-T shells.
EDIT: Ok, I checked it (my curiosity got the better of me), and it seems the automatic aiming system just turns off when the correction it needs to make exceeds a certain distance. Maybe it realizes the target is basically impossible to hit with these shells, so it stops controlling the guns automatically. The problem is, you also can’t aim manually like in the previous system, because for some reason my camera keeps jumping up and down whenever my mouse isn’t directly on or close to the target. It didn’t behave like this before, so I guess it’s now impossible to try manually hitting the target in this situation. I can’t even try hitting the target with APDS shells (still with the default belt of course) because my camera keeps moving like crazy. This new aiming system and the fact that you can’t control your guns manually is so annoying - I’m really glad I stopped playing Naval.
You still here encouraging spam? Not surprised.
Imagine heeding ones own advice:
Lies.
The topic is clear as day:

Your continued misleading of people in these forums is also not surprising.
But it is an eye sore.
If only you played the game as much as you played the forums (45 battles last week slow down!),
Things would be different for sure.
No wonder NAB is dead.
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the tracers from your shells are also client side and are inaccurate :)
gets really silly when you play speedboats and see your tracers trail behind enemies while still somehow hitting them
clearly not enough premium packs tovsrisch))) have a tirpitz for mere 90 american roubles)))
It’s not enough that I have to put up with constant uptiers and losing streaks that sometime last for weeks. Now I get more uneven BR matches, sometimes a few in a day… and I don’t play that much anymore. Full load of enemies with highest BR while our team has NONE or just 1. One team top BR heavy while my team lowest BR in match heavy. Nothing makes sense in this game anymore. I lost count of how many matches one bloodthirsty team wiped out mine made out of sheep and window lickers. I also lost count of how many times I was alone in the middle of the game near two cap zones while my team kept spawning with destroyers in the cruiser spawn in the far corner of the map. I also lost count how many times I killed as many or more enemies than my entire team. How about times when my shells do no damage while I get obliterated by some lower BR enemy? Something does not add up here.
I’m running on premium time fumes. 2 more days left from the 10 I got from the last BP. My premium time has run out in June or so. Not buying any more and doing very little just to get by with the last and this BP. The 10 from this BP will probably activate for the next Naval event. After the Holidays, with the next BP, there is a very little chance that I will do it. If they add submarines, that will be yet another reason for me to stop playing. Not interested in this when teams are small as they are now. If you have 4 players on each team and 2-3 start with submarines, good luck facing enemies all by yourself. It will take them years to figure out what to do with some “proper” gameplay. No more being a Guinea pig and paying for it.
Do you even saw replay from enemy perspective he got you right in to ammo stowage. Primauguet is interwar ship almost without any armor - so very fragile. What you expected?
There is no destroyer spawn on South Kvarken encounter map.
Maybe cause you don’t understand clearly why that happening and how damage system works?
That’s probably from these loadouts that have different shells with different velocities. The faster ones will hit the target while the slower ones fall behind later. Everything in this game is FUBAR now. As a result I get less income and it’s harder to complete specific tasks. Even half a year later, when they started screwing up everything in this wave, the tasks are still way too grindy for the rewards that we are getting. At this point, the BP should be free (you can still pay to get the extra levels). The rewards are just not worth the effort.
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