Naval mode is finally dead

True. If they’re going to have us roleplaying as a spotter after the AB aiming update, then they could just make it so you have to designate a target for your secondaries and AA manually before they start firing. It takes little effort, is easy to understand, and means you have to actually pay attention to the battle space. After all, AI air gunners don’t start firing until the enemy is already on top of you, and roof MGs on tanks don’t aim for you at all!

You can get a perfect attack vector on an oblivious larger vessel with a torpedo boat and still have your attack foiled within 4 km because the guy had his AA on. This is another reason why I don’t like or use the voicelines that tell you about incoming targets. Boats have become much more vulnerable since they were added to handhold players that for all intents and purposes should be punished for their lack of awareness and degree of setup required by the attacker.

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Like it used to be before the aiming changes! 😂 Or at least before the change you COULD force the AI to shoot at specific targets. Those keybinds are still there, they just don’t work. And “funny” enough, when you hit F1 those keybinds, descriptions, and instructions are still there too! 🤦‍♂️

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They actually working just icons don’t display, confusing player.

So I took out Myoko just to check, and it’s consistent with the other ships with differing primary/secondary MVs.

In a test sail, if you shoot at the farthest battleship (11.4 km), the main guns (835 m/s) take 19s time of flight, secondaries (720 m/s) take 33s. So obviously against other than a stationary target that’s not ideal if they’re fired together.

Also, the slower round does arc higher and hit the target higher. You can test this by firing at the Detroit cruiser in test sail, aiming at the top of one stack. The primaries fired with primary aiming will group with half or more hitting the ship. The secondaries, if fired with the primary aiming solution, will not only arrive quite a bit later, but mostly or all sail over the top of the stack, most rounds missing the ship altogether, as should be expected by their higher angle of incidence, and impact the water on the other side. Switch to secondary guns only and use that aim angle with the same stack as the target, however, and the secondary gun grouping WILL hit the ship.

The two MVs on the Belfast are close enough I’d expect them to land pretty close together if they’re aimed together and they are comparably much closer in the equivalent test sail test. But you’re right, the Belfast 4" shells do seem to perform less well aerodynamically, with a little more sink on the rounds compared to the 6". That’s not the MV-differential issue Tiger and Myoko have, it’s something else. It’s not straight aerodynamics either, as the 4" penetration degrades faster than the 6". Without looking at the datamine files, my bet would be the height of the 4" turrets from the water has been mis-set and they’re firing from a point of height ~ 0, which would probably produce this result.

(Note firing secondaries with primaries if the MV is different works the same in AB as RB, as the new AB aiming doesn’t do anything different with secondary shells fired with primary aiming. They’re aimed at the same aiming point primaries, and if nothing moves they’ll land in the same place but that still changes the angle of vertical incidence (which changes impact position on the target if you are shooting above the waterline) and the time of flight is still different, trashing the built-in lead calculation. Still better if the MVs are more than, say, 100m/s different, to always fire secondaries on their own or let AI do it unless you’re at close-quarter ranges.)

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They were not working and I also just tested and they do not.

You can’t specify target at least on test drive

Haven’t followed this conversation too much. But if this is about designating targets for AI gunners in arcade then yeah, it doesn’t work. Last I tried they just instantly switch to whatever target you’re locked onto at that moment

Maybe you doing something wrong? It canceling if you change the target unlike in NRB and if selected target is far beyond AI gunners range it also canceled and they start attacking nearest targets but on close ranges it works fine.


As you can see it’s perfectly works, AI gunners shooting other target than selected.

Ahh you need to have “E” on allowed, I disabled it to test as this was irrelevant before.

So the non icon show is a bug

Just noticed they have aslo made changes to realistic, the AUX are shooting their “can do” target even if you have manually picked another and you also need “E” enabled

Do you guys also have problem with the BP challenge “Conquering the Bridgehead” ?

Achiving it in NAB is not counting towards the progress of it.

https://community.gaijin.net/issues/p/warthunder/i/qVryNe0HA9U8

German 128mm shells is broken for years BTM, not count this as BUG, when in terms of enlarged distances of the battles in recent updates and BR increases for DD, on half of the maps you can’t compete with other nations with similar weapons. I don’t know why is that so, why it still not fixed? @Stona_WT Could we have some clarification?
https://community.gaijin.net/issues/p/warthunder/i/gSu8KDvLgAr1

Tbh i sort of half ignored the Bridgehead challenge as I’m underwhelmed by this BP and aren’t pushng 100%. Still it seems im at 5/15 so its definitely working in NAB. Mine are counting, but you have to note it’s tripple locked on the conditions…

4 Player Kills - its easy to overlook bot kills

One cap - unfortunately many ships/boats are bad choices for capping. A fast light DD such as HMS Vega displacing coastals may be easier fhan diving in with a smal boat early on.

Tier TIII vehicle played - i often use Tier I or II and bail out late game if its going well to spawn a plane or coastal to boost the level. Messy but effective.

.

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All ships were tier 3 or 4 but I did not though about the Bots, I ll check the logs

it mostly works, but I also had a strange match in where I was first place making 15 boat kills and capped 2 times - this match wasn’t counted for the challenge! Additionally - I got only 81% activcity despite I was the best performing player in the match…

They are easy to overlook when you are just watching for kill counts. The ‘Making of a Legend’ needs 7x 9 player kill games in NAB and i thought i had completed it, except a post battle log revealed my AI gunners had swatted a pesky PT boat bot and not a player as i had thought.

I understand having Player only kills for some challenges but the requirements change so often.

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The dreaded Activity %…i swear its just randomised at times as I’ve had 70% battles feel like 95% and vis versa. but because of its cursed calculation you cant figure it in your head on the fly… Yet another thing to factor in , or rule you out.

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and it always go wrong when you need victory + 85% activity lol

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this exactly happend to me in this match


only 81% activity? wtf
as you see I had the most boat-kills in the match
after this I had another match with only 9 kills resulting in 91% activity…

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I will quote myself:

You can also check my longer post that explains Activity % in more detail:

The key quote from that post:

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yes seems totally weird - the logic in the game seems to be implemented by GJ’s “department of frustration”

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Doesn’t help too much. If a destroyer is focused on even a small boat, it is only a matter of time before his shots line up with you. Just aim at a random place and one of the salvo will hit.