New Tactical gamemode "TARB"

The new deathmatch gamemode is basically RBEC reworked specifically for props.

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・The areas colored in lime are explorable. The green square is 30kmx30km in its full size. The square is separated into 9 sectors of 10x10 grids. Each area can be captured with the sole exception of the main airfields.

・Airfields are protected by 2 layers of magical barriers.
The area in which the airfield is present should not be entered by enemies. The collision between friendly players should be disabled. Any players should not be allowed to dispose any ordnance inside it. The protected players are allowed to use weapons inside the sandwiched area between layer 1 and layer 2. Enemy players can enter the second area. The enemies are warned to leave. If the enemy player tries to reach the first layer, the player is forced to face away from the airfield.
The second layer fends off any incoming projectiles. Though explosives are detonated upon impact.

・Fuel consumption rate is 5 times the original rate. The fuel weighs one third of the original mass. Mounting full fuel yields about 67% of the minimum fuel (30% of the max fuel load). The full fuel weight would be close to that of the minimum fuel load in terms of the performance loss.
The empty tanks should retain a dead weight equivalent to half of their original fuel weight.

So if the tanks should’ve weighed 500kg in total “originally” (that means the user adjusted the fuel amount to 166kg regardless of whether or not it is the maximum amount on the aircraft.) , 250kg of unusable weight should remain distributed among the tanks.
250kg (irremovable weight integrated to the tanks) + 166kg (usable fuel weight in the condition.) 416kg / 500kg (83% of the OG fuel weight)
But, if the user adjusted the amount of fuel to 50% of the maximum(in this case, 250kg).125kg of dead weight should be applied to the aircraft mass(or distributed among the tanks, like stated previously.).

・Bombing targets should be separated into 2 types of areas. Factory areas and small facilities. The bases are designed to allow negative health points, this is to promote a unite of bombers. The areas should regenerate health over time (even if the hp is below 0). If the HP of the area is below 1, the area should be considered “captured” by the enemy.
The map should tell players the remaining time it takes to recover from negative HP.
If the match is expected to end before the “captured” status is removed, the area should gray-out in the map. The grayed-out areas should be a dry well, the reward for a continued bombing run should be reduced as it does not contribute to the match.
The smaller bases should be treated as an accuracy test, like a dart board. The damage dealt to the base should be multiplied by the said accuracy bonus. The small bases have a max raw damage limit of 1000kg TNT-e before applying the multiplier. At above 1500m the bombs should tremble artificially when released from vehicles flying horizontally.

・Vehicles are teleported to a corresponding altitude 15 seconds after taking off the ground. The altitude should be based on the aircraft performance in general, though it should be in the range of 1~6 scale. The altitude should be what is possible after 3 minutes of climbing. For bombers, the exit should be (the currently allowed max BR x1000) + 1000. The BR of a vehicle itself should be ignored. This should take up 2 minutes’ worth of fuel in WEP. As the vehicle does not travel horizontally from taking this route.
This is completely optional. If selected as the spawn point, the vehicle is set airborne even if landed once.

・Any combat related rewards are multiplied by the “distance” from the main airfield.
Delayed damage taken from leaks and fire do not count. For a location to count as the last engagement location, direct means(bullets/bombs/rockets) must to be taken.
If the aircraft crashed long after a fight, the last location both players engaged in a fight should be referenced instead.

・The time it takes to repair a vehicle should be 20 times the current in-game time.
The vehicles undergoing a repair should be thrown into a yard visually. The player should be able to choose a different vehicle in a deck, and the repair-fee should be compensated if the match has ended before the completion.

・The match lasts 40 minutes unless ended by the objectives. The allowed BR for vehicles should be raised by 0.1 every 2 minutes. If the match starts at 4.0, the maximum BR would be 5.5 28 minutes after the match has started. There is no 5.5 vehicle. It’s a theoretical BR used for other applications.

・Mid map AAAs attack enemies above 3000m specifically. The areas affected by the AAAs are indicated in the map. The game warns a player for entering the area. Turning vehicles are less likely to be shot. The AAAs are indestructible in this mode. The AAAs should be weakened by having few enemy players flying nearby, not necessarily being attacked by one. It should be more effective if the player is flying inside the effective horizontal range of the AAAs at below 2000m. By actively getting attacked, the AAAs should be nerfed by one-stage if 2 players are present. AAAs should be permanently nerfed by 2 steps by simply dealing enough damage to them. This is to maintain the balance.
Players inside the AAA zones should be required to turn a specified angle in 3 seconds. If the player changes its flight direction before reaching the 3-second limit, the timer should reset itself. So it’d be better to turn that much in just 3 seconds, not to quickly. The required change in the flight direction should be referencing the threat level. There should be 7stages. The number of stage + 2 should be the angle. By allowing the pursuing players to snake, it’d be possible to keep chasing a very slow opponent inside the imminent hazard. Even if the quota is not met, the probability of getting shot would be drastically reduced by turning. The damage should be directly taken from the probability of getting shot.
The AAAs represented by the purple ring can’t be nerfed. The AAAs are placed side by side for both teams, practically covering the same area. Though it’s actually a scripted area denial meant to be dodged by the players. It’s not in the figure, but both corners have the same AAAs to make it truly symmetrical.

・The fight between NPC ground targets is not physically simulated, they are deleted each time their timer reaches 0. The time it takes to destroy a random unit is entirely based on the number of units on the frontline. The area is not captured by any group initially. The area is captured by having an unbalanced ratio of available units in the area.
The losing side tends to lose harder. It’s like an avalanche caused by throwing one stone.
The players of the losing side need to plan a coordinated attack to “re-take” the area.
The transport vehicles should come with very weak anti-air supports. These weapons should be accurate against “straight-flying” airplanes specifically.

・Frontline units are refilled by transport vehicles. The tanks move on their own. But the tanks moving along the transport vehicles are completely separate entities. They do not inherit any damage when reaching their goal location. The moving tanks are simply deleted, at the same time generating a fixed tank unit on the frontline. Transport vehicles are soft targets. When the vehicle reaches the “goal” location, 2 non-tank units are generated on the frontline.
There should be at least one destructible infrastructure for the locations.


As you can see, the protruding mountainous terrain hugs the bomb tossed against it. Now the winding road is blocked by obstacles. The hill itself could be a part of the road if the asset is big enough. This would make it easier to destroy soft targets before they reach the pad. This is intended to be cinematic and epic. They should regenerate at some point.

・The winning team should be decided by holding a bingo line created with the captured areas. The first team to hold the bingo for 6 minutes total wins.

・The central area is captured by having players inside it.
The power to cap the area is given to a player by dividing one by the number of players of the team. If the match is 8 vs 16, the player from the 8-player team has a force of 0.125. This directly translates to the speed in which the point is captured.
The team with lesser total capturing force is applied with a drainage effect. This debuff casts negative 0.5 force to the current cap value. So having half the players from the same losing team equalizes the force.
Both teams have separate capture gauge. A team with a higher charge is considered the owner of the area. Though having more than 50% is a necessity. If both teams are below 50% in the charge, the area belongs to none.
If both teams reach 100%. A nuke falls from 10000m after a siren. The bomb is dropped after 50 seconds from the initial warning. The bomb has a constant velocity of 600km/h. When it reaches 2000m, the speed drops to 60km/h before reaching 1800m. The bomb detonates when it reaches 1500m. This massive bomb is equipped with a comically large parachute. And the bomb itself can be damaged before detonation. If the damage is exceeding the certain threshold, it fails to detonate. This failed detonation causes a blue flash just for a fancy visual. If the damage is significant, the bomb is disassembled mid-air. Causing similar blue fragments to clutter. Though unrealistic, it would be extremely fun to chase a falling bomb.
Instead of having a blast radius. The damage is limited to the square area. There is no in-between, it’s either complete destruction or no-damage.

Regardless of the outcome, the progress should be set to 30% for both teams. If the bomb is successfully disarmed, the last one to attack the bomb should be awarded. The successful team is given 50% of progress instead of 30% to commemorate the activity.

Also I’d love to have level-100 only lobby and fixed cloud seeds that are more stable for different clients. Though not included as the mandatory part of this mode.

・I also like to have a fuel price system. Fuel should be of a temporal ownership. The fuel should be purchased in quantities. And the losing team should provide the members with lower gas price. So that the players would hog the cheap gas. It ends up holding the team members even if the situation is worse. Though it’s hard to tell which one is losing. I’d say the central area is a good indication. The number of the captured areas should affect the price also. It’d be a good way to balance out low-power vehicles too. Bombers should be provided with the free fuel. All single engine bombers should be considered exceptions, the single engine bombers have to use its climb rate value to ascend. The line between attackers and single-engine bombers are defined by thin layers of Language that does not translate well in terms of flight performances. TIS MA is required to run the user-bought fuel because it is an attacker, Yer-2 does not take up the same resource because it is a bomber.

The second option would be to ditch this “price” system entirely. Instead, having to spend coins to purchase fuel (Spawn point alternative, or actual SP). This coin can be bought with SL, but it won’t be returned. The coins can be earned by completing the “style challenge”. Specialized style challenges are directly tied to the vehicle. All vehicle has access to all style challenges. Certain vehicles are applied with “special bonus” for multiple challenges if not one. If it’s designed to be a speed star, there is a fitting style challenge called “speeding”. If so, defeating an opponent while staying fast rewards the player with coins, but in a higher magnitude.
The challenges I can think of are as follows.
“Speeding” Hitting an enemy at above the speed specified for ranks.
I : 500km/h +
II : 600km/h +
III : 700km/h +
(The ranks are not vehicle ranks, it’s a rank system for the same vehicle)
(And I know this has more fluidity if the speed is used for a calculation directly, like 650 x 0.07 giving the rank 2.5 45 coins instead of rounding it to 42)

“Boomerang” Hitting an enemy right after descending for 1000m, then regaining the altitude in a specified period of time.
I : 25 seconds
II : 20 seconds
III : 15 seconds.

First, all vehicles should be given 35 degree angle cone in-front of the vehicle. This detection area should be used for a lot of things. This cone is fixed to the flight direction thus omitting the AoA. A small cylinder should be added around the tip of the cone, as the area gets really small near the vehicle.

“Swapper” Hitting an enemy after getting attacked. But there is another way of detecting the enemy. If the player was inside the 35 degree field of cone, the counting starts the moment the player leaves the registration area.
I : Under 25 seconds.
II : Under 15 seconds.
III : Under 7 seconds.
IIII : Under 4.5 seconds.

“Dodger” After entering the enemy’s cone, fly in the same-ish direction by staying in the enemy’s cone. If the flight path angle is higher than ±45 vertically, it does not count. (The player is expected to fly horizontally). The reward is given every second as long as obeying the rules.
This rewards the player for simply getting an enemy behind until getting shot down. The max distance is set for 1.2km. The main source of coins.

“Sky diver” After hitting an enemy, lose more altitude. (5 seconds after the “hit”)
Fixed threshold of 300m minimal. The reward is fixed too.
(This should be easy to achieve)

This is to promote players to play vehicles in an intended way.

You could abuse this system by simply dealing a tip damage with 8mm cowl machine guns, I think this type of sandbagging is okey as it nerfs the side doing it.

・Bomber extraction gate behind the airfield.
It’d be mandatory. Bombers should be able to “land” without landing. Unless the wings are gone. A severe damage makes it impossible to phase through the gate. Although, there should be an allowed lowest altitude for it. Bombers should land normally below 2000m.

・ Buying a formation of bombers that follow the player.
It’d be good if they released bombs automatically when they detect the factory area underneath. The bombers including the player’s should be dealing 1/5 of original bomb damage against bases. If the player vehicle fails, the player should be given a chance to possess the the rest of the AI bombers. It’d be nice if the new player controlled vehicle became the leader of the formation. They should be the clone of player vehicle down to bombload and modifications. The AI in mission editor is already capable of doing this. The part about possessing a vehicle, it can be done by swapping the ai vehicle with new player controlled vehicle with all damages and fuel condition copied over it. If the player stopped possessing a bomber, the entire formation should try to retreat back to the bomber’s extraction transit.
This increases the value of heavy fighters as they tend to carry more ammunition. And bombers would be less frustrated for trying to reach the destination. It’s also more cinematic for both sides.
The reward for defeating the AI bombers should stay the same as defeating the player controlled one. If it’s decided wise to reduce the reward for intercepting the bombers in a formation, then it should be reduced the same amount for player controlled vehicle in a formation.
Flying bombers 1000m higher than the teleport exit better punish the player by losing coins over time.

Few issues I think of are as follows.
The lack of drop tanks.
It’s easy to achieve the doomsday event by rushing to the mid. Having a mushroom cloud for the rest of the match would be a bit lame after a while. It would be better if the central capture point took about 5 minutes to charge 100% with all team members inside.

[Would you like to see this in-game?]
  • Yes
  • No
0 voters
3 Likes

I can’t decide on that, it’s such a complicated topic for me to handle. I want to appreciate what you think first. I rarely play on ground, and I don’t see myself playing an attacker in Air RB so. I’m definitely onboard with what you think on this matter.

Update to my concepts

・Small bombing targets should detect the accuracy of the dropped bombs.
Hitting near the center results in a higher reward.

・ NPCs fighting each other should not be simulated physically. A countdown timer should be casted for the amount of NPCs available for one team. So that 1 or 2 NPCs won’t benefit from terrain.
The target should be randomly chosen.

・ Instead of denying access of area 4 for non-bombers. Having 2 layers of spawn protection would be adequate.

・ destructive infrastructure should follow this figure.

・AAAs should be placed mid map to keep ground attackers relatively more comfortable staying near the ground.


And the change in angle should be measured by using the flight direction, not the nose angle. After the initial 5-second safety margin, the delay for AAAs to be effective should be 2 seconds.
The threat level defines how much an angle change there should be in an interval of 3 seconds. If the flight direction is required to change by about 10 degrees, completing the flight direction change resets the 3-second timer. So it’s wise to change the direction in just 3 seconds but not too quickly. If the player wishes to pursue an enemy aircraft while snaking that is.
As long as the quota is met, the AAAs are harmless. Although they shoot at the player visually.

AAAs should be nerfed by flying near them down below. If a player is under 2000m inside the ring, one player can reduce the threat level by one.
If 2 players fly inside the AAA range, one threat-level is reduced. Meaning if 8 players fly inside the AAA range, the threat level drops by 3.

The probability of the AAAs hitting a player should be based around the change in flight angle, even if the quota is not met. And the damage itself should reference the chance directly.

Although the maximum ceiling (height) of AAAs should be extended for very high BR of 5.0~7.0 (this mode is for props).

・Allowed BR of the vehicles should go up as the match goes on. The match lasts 40 minutes if not ended by the objectives. If the starting BR is 4.0, it should take 28 mins to reach the “theoretical” BR of 5.5. The theoretical BR is used for other applications, there is no actual 4.5 vehicle. Every 2 mins the allowed BR increases by 0.1

・ 15 seconds after the take off, bombers should be teleported to an altitude based on the currently allowed max BR.
(Current max BR x 1000) + 1000
If the BR is 5.0
(5.0 x 1000) + 1000 = 6000
So the bomber teleports to 6000m after taking-off. Regardless of the BR of the vehicle.

・ Teleport-climbing a non-bomber aircraft should consume 2 mins worth of fuel.
Though it skips 3 mins of climbing, the horizontal movement is ignored completely.

・ Repairing a vehicle should take 20 times longer. And the vehicle being repaired should be thrown into a yard. A player should be able to use other vehicles in the deck during the process. If there is no usable vehicle in the deck, a common placeholder attacker should be handed to the user like in an event. If the match ends during the repair, it should be made free.

・ The reward should be the distance from the AF in km x 10, unless it’s under 10km.
If the distance is under 10km from the AF, the added reward multiplier is fixed at 100%. (100% means it stays original.)
For bomber engagements only, height in km x 0.2 should be added to the multiplier. And the increased multiplier from horizontal movement should be 2/3.
If the height is at 3000m, 60% should be added. If the horizontal distance is at 15km. It would be 150% against a fighter, and it would be 160% against a bomber.

・ The location of the fight should be considered by the “distance between players” instead of allowing a crash-site to take priority. “The last location of the surviving player when both players engaged in prox” should be used. The distance should be 1.2km from each other. If not, the highest priority should be when the last gun/bomb/rocket damage occured. Following a damaged enemy to the base would be really annoying for a docile side. Though this is not advised, as it’s not really effective to cross the enemy border. Since it’s well expected for this mode to play out like AB.

・ When a transport vehicle enters the pad, it should be transformed into 2 separate units of a different type. If a tank moves to the pad, a new tank is constructed on the frontline as a fixed NPC. The unit does not carry over the damages dealt previously.

2 Likes

Fuel should weigh one third of its original mass. The fuel consumption rate should be 5 times the original.
If 24 mins at min fuel(30%) originally, it’d be 16 mins at max fuel.
24 x 0.3 x 10 to get the original max flight time (at 100% throttle), it’s 80 mins. The 80 mins worth of fuel is consumed 5 times faster, so it lasts 16 mins to fly with fully filled tanks.
If the fuel weight is originally 120kg for the 24 minutes, it’d be 400kg in the full fuel setting.
If it’s 1/3 the original, 80 mins worth of fuel would be 133kg. So as a result, 133kg of fuel is translated to 16 mins of flying in this gamemode. This is obviously for props.
60kg for 8 mins of flying originally, 67kg for 8 mins of flying in this mode.

As a side effect, this would aid in resisting the fuel leak. The flow rate would be the same, the player carries more fuel.
These filled up tanks slightly adjust the center of gravity if the FM is compatible with the moving center of mass.

・ To capture the central area
A variable capping strength should be given to the players by dividing one by the number of players on the team. If the match is 8 vs 16, players get either 0.125 cap power or 0.0625 cap power. This directly translates to the speed at which the point is captured.
The gauge for capping the area is separated for both teams. If the capping is completed by more than 50%, a team with a higher cap % is considered the owner.
The team with lower total capping power in the area loses the charge at an alarming rate.
But this could be negated by having more than 0.5 capping power. If both teams reach 100%, a siren is cast. The nuke is dropped from 10000m 50 seconds after that. The nuke is unrealistically large for its destructive capability. It’s equipped with a comically large parachute. It’s marked as a target in the HUD. It has a constant descending velocity of 600km/h. When it reaches 2000m, it decelerates quickly. At 1800m, its speed is reduced to 60km/h. It explodes in the air at 1500m. It can be physically damaged. If successful, the bomb fails to detonate, causing a blue flash (unrealistic visual effect for fun). If the HP is reduced to 0 in the air, it does the same visual thing and resets.
If detonated, it causes a massive murky cloud to stay for the rest of the match. Near the center, the air is extremely hot. The cloud itself causes damage to the aircraft.
Though it’s unrealistic for ground units to survive, let alone the cockpit glass remaining intact. It’s a game. It’s designed to be fun.
Bombers have a 0.7 multiplier applied to their cap power.
The area in which the player takes damage from the explosion is limited to the capturing area. It makes a non-cylindrical kill-zone, directly corresponding to the square shape of the capture point.
Regardless of the outcome, right after the bomb ceases to exist, the capture point’s charges are set to 30% : 30%. But the team that managed to disarm the bomb starts with 50% instead.

1 Like

Well put together and interesting concept I think the overall idea has parts that would work in revamped word war mode or Ground/ Infantry enduring confrontation event.

1 Like

I’m sooooo happy to hear that. This becoming ground compatible would be the ultimate game mode.
I think it’s more like AB in that it’s a small map with clamped objectives and air spawns. Vehicles are a bit spammy I’d say.

For tanks and infantry spawns. What about making a captured small city itself a spawn point. A spawn point that resists enemies from entering. If capturing a city makes the next city uncapped, there would be no issue trying to advance the location. 30x30 grid map I proposed has two groups of ground targets laid out. I think swapping one with Ground match would be no issue, the map can be symmetrical even then.

This with ground map, that’d be fun.
If you have something different in your mind, I’d like to hear that. Please share your thoughts. That makes me very happy.

I’m more glad that someone actually read what I came up with, to be honest.

1 Like

sounds like a concept but infantry cant be suggested anywhere right now so write it in the WIP section under Discussion or the mods will nuke it.

Ouch, I have to declare that my previous post is for “a discussion not intended to be implemented.” Specifically the part about infantry. They might scan any topics with the mention of word “infantry”, a scary stuff.

Well no but if you make a infantry based concept they wont accept it. You can also Edit your Post near the💘emblem to place your graphics in. Just write a edits post once your done.

1 Like

Thanks, I think it was alright then.
I personally prefer not to edit my stuff, because it makes it harder for others to tell what was in the original post. I guess that’s just my personality. I’ll add a few things later. I might as well show this to other folks online to gain attention. For helping this suggestion take off, of course!

1 Like

About the zombie base with potential negative HP, the time it takes to recover from being captured should be indicated in the menu. If it’s expected for the match to end before the base recovers to 1 hp, the base should be greyed out in the map menu. In that case, the reward for bombing the base should be reduced to 70% of the original.
The rate of recover for bases should be adjusted by the lowest BR of the match.

・ The time it takes to win by holding a bingo line should either be “3 continuous minutes” or “a total of 6 mins”.

・ The teleportation exit should be located behind the airfield to minimize the visual disorientation.

・ Instead of actually measuring the climb performance of aircraft, categorizing the low-alt climb performance in the grade of A+++ to C would be adequate. It’s a lot easier to control.
With the average climb rate of 20m/s, 3600m would be the exit. Though the climb rate at ground level would be greater than at 3600m, what we look at is “average” climb rate.
The grade classification does not care about the performance at altitude higher than the exit.
A+++ for 4900
A++ for 4600
A+ for 4300
A for 4000
B for 3600
C for 3200
D for 2800
E for 2400

I measured the results of 3 minutes of climbing for various aircraft in war thunder at 30% fuel.

Hornet Mk.III 5100m 28.3m/s. P-51H 5000m 27.7m/s. BF109 K-4 4900m 27.2m/s. F8F-1 4900m. Yak-3 VK-107 4900m. I-225 4900m.
J2M2 4800m 26.6m/s. Ki-44 4600m 25.5m/s.
Spitfire XIVe 4500m 25m/s. Bf109G-6 4450m 24.7m/s. Ki-84 4400m 24.4m/s. Pyorremyrsky 4400m. N1K1-Ja 4400m.
Bf109F-4 4200m 23.3m/s. Spitfire mk.I 4200m. MC205 serie 1 4200m. Fw190 D-9 4200m. Ki-43-III 4200m. Yak-3 4100m 22.7m/s. La-7 4100m 22.7m/s. P-39n 4100m. P-38L 4000m 22.2m/s. Spitfire Mk Vb 4000m. Ki-43-I 4000m. Yak-9P 4000m. J7W1 3900m 21.6m/s. La-5FN 3850m. P-51c 3800m 21.1m/s. P-51D-30 3750m. Do 335A-1 3700m 20.5m/s. f4u-4 3700m. Yak-1B 3700m. A6M5 3700m. P-63C-5 3700m. P-47D-28 3700m. MB.157 3600m 20m/s. A6M2 3600m. A6M3 mod 22 3600m. Ki-61 Hei 3600m. Ki-100 3600m. La-5 3600m.
Fw190A-4 3500m 19.4m/s. P-38G 3500m. P-36G 3500m. Ki-61-ii 3500m. Ki-102 3400m 18.9m/s. Fw190A-8 3300m 18.3m/s. B7A2 homare 23 3300m. F6F-5 3300m. J21A-1 3200m/s 17.7m/s.
P-61C 3000m 16.6m/s. Ki-61 tei 2800m 15.5m/s. Sakeen 2800m. F4F-4 2200m 12m/s.

It’s my hobby, this might not be very relevant for the suggestion itself, but this might be easy to see how high fighters climb in just 3 minutes.

I edited my original post yay. I think this is much easier to read.

It seems like a high-boost engine with a small displacement tends to be more efficient. The fuel consumption rate didn’t improve much from reducing the throttle. Ki-84’s fuel supply is estimated to last 14.7 minutes at 75% throttle. This is based on the assumption that the fuel consumption rate is 335kg/h at 1340hp. During WEP, the consumption rate is 580kg/h at 2000hp. The resulting flight time is 8.42 minutes. Without WEP, the normal flight time is 10 minutes at 1800hp. The prop pitch had to be reduced to keep the thrust optimal. It was about 70%. I might make a graph with all the major vehicle performances regarding the fuel consumption at different throttle settings.

I forgot P-63’s mixture had to be manually controlled. The more accurate result is 3950m after 3 minutes. Anyway, after my tedious work of spending 1 minute in WEP. I figured out certain aircraft had WEP fuel consumption rate very high. Like P-63, I tested it again. The another case is BF109K-4, simply because their WEP boosts are so high. At 4900m, K-4 consumed 1.7 times more fuel in WEP. And 1.65 times more at 1000m. I’d say it’s very obvious that we should use the fuel consumption rate of WEP time for climb-skipping.

Based on this, K-4 would be left with 6 and a half minutes, instead of 8 minutes. This remaining flight time can be extended to 1.65 times the original length by manually lowering the throttle to 65%. Although, even without the thrust, the aircraft can just glide through the air.
With the net thrust from keeping the throttle at 65% (w 30% prop pitch), the aircraft achieved 540kph at 5000m. During the time I kept the throttle at 100%, the aircraft achieved 630kph in the (otherwise) same condition. By lowering the speed to 85%, the fuel consumption is reduced by a whopping 40%.

The classification D and E should be merged to C(3200m) for the ease of recording them manually. The climbing session should be approved by mods if someone tries to correct the current classification for a vehicle. That is, only if there is an error exceeding 2 stages. The vehicle should not push its engine’s temperature to reach the “red text” limit during the demo. Or else the general classification should be based on the listed performance values of the vehicles in the hangar, if not for famous main fighters from each nation.

Another mechanic called Dead Fuel should be added.
The empty tanks should retain a dead weight equivalent to half of their max fuel weight.
So if the full tanks weigh 500kg in total, 250kg of unusable weight should remain distributed among the tanks. This does not take the compensation from the reduced weight of the fuel, nor the consumption rate. The weight is the part of the aircraft performance anyway. It contributes to the dive performance too, if not very marginal.

Or else, it should be the selected fuel load instead of the max fuel load.

P-51D-20 has its max fuel weight at 734kg, the max fuel allows for a flight time of 105 minutes at 100% throttle setting. If the max fuel load is selected, the flight time would be restricted to 1/5 of it. Thus making it 21 minutes continuous, that is without the climb-skipping feature. The fuel weight should be 1/3 of 734, it’s 244kg. As 734kg would be the initial fuel weight, 367kg of fuel weight should be included. This “useless” fuel should be accounted for reducing the ignition chances from Api rounds, if not.
The total weight of the fuel would be 611kg in game. Even if the engine runs out of fuel, the tanks should weigh extra with the irremovable 367kg of weight.

If the player decided to go for a 10 minutes flight. The irremovable fuel itself should be 178kg instead. For a short sortie, reducing the fuel load might be good for the permanent performance boost. Even at the same remaining flight time, an aircraft in the later condition definitely out-classes the former. A drastic change in a flight performance mid-flight is acceptable though, the flight performance would be more reasonable with this.

What about buying a formation of bombers that follow the player. It’d be good if they released bombs automatically when they detect the factory area underneath. The bombers including the player’s should be dealing 1/5 of original bomb damage against bases. If the player vehicle fails, the player should be given a chance to possess the the rest of the AI bombers. It’d be nice if the new player controlled vehicle became the leader of the formation. They should be the clone of player vehicle down to bombload and modifications. The AI in mission editor is already capable of doing this. The part about possessing a vehicle, it can be done by swapping the ai vehicle with new player controlled vehicle with all damages and fuel condition copied over it. I had this concept for so long but this could be technically problematic. Guess what, this topic is already going too far so it’s not something to consider anymore.
If the player stopped possessing a bomber, the entire formation should try to retreat back to the bomber’s extraction transit.

Just bring back Advance already.

…that ground event gamemode has extremely little to do with this.

I’ll be fixing the grammar later, it’s hard for me to do this without the Dwemer technology. I’ll be adding images.

An ability to select an ally to call for a potential ambush would come in handy. So that only the selected teammate would be able to react to the call. If we could select 1 enemy and 1 teammate at once, we can make a radio call like “You are getting attacked by Player B”. It would be useful. Also, there should be a way to shut this down. So that the annoying teammate would be denied from spamming the calls. Though the mute option should be a 3-stage toggle, so that you don’t have to mute your squad mates.
Saying “Player A is getting attacked by player B” in the team chat could be useful depending on the circumstances.

There should be a toggle to on and off if we want to select a NPC target. And there should be an another option to disable the ability to select a ground target above 2000m. So it would be easier to target players with the “next/previous target” binds.

The gunners should notify the player with a voice saying “Hey, an enemy in sight!”. “Enemies approaching!”. The distance and the angle of the cone should be configurable by the player.
And the gunners should have their own “Forward visibility” So that it’s easier to find enemy vehicles.
The bombers should have the same “Notify when enemies approach” option more configurable. It could be set to alert the player once the enemy vehicle reaches the distance of 5km backward and 6km forward. The enemy going for a head-on should be notified earlier for a player to prepare for an attack so.

The gunners should have a “hotspot” system for their optimal firing solutions. If the gunners are firing in a terrible posture, the accuracy should be nerfed. Instead, the accuracy should be buffed if the gunner is firing inside the optimal angle. The optimal angle should be defined by projecting an image mask, this is the ideal method. Though this requires a tremendous work without the help of automated generations of the said map images. And the file size would be a bit troublesome. So the practical implementation would be setting “practical horizontal angle max” “practical vertical angle max” for gunners. And the 0.0 angle (center) should be the neutral gunner position when idled. The ball turrets (Also P61’s) should be given an ability to change the neutral direction by 180 degree by binding a key. The accuracy should stay the same inside the practical horizontal angle. Outside the area, the accuracy should decrease per degree gradually.
They should start firing from 600m regardless of the terrible accuracy, the continuous firing toward the same target should increase the accuracy over time. The stealth belt should not affect this. IRL tracers messed with the aim. There is an US report on this subject. That’s why they sticked to 3 AP 1 Incendiary for the belt composition throughout the war.
They don’t have to be accurate, it’s just that the prolonged exposure to the same turret is not advised even if the turret is driven by a NPC.
Would it be a good way to balance the game if stealth belt had lower accuracy bonus from the continuous fire.
The stealth belt here is the belts without tracers. Not necessarily containing the word “stealth” in the name of the belt.

The fuel leak rate should be based on the total hole size. And the total area of the holes should be calculated instantaneously after getting hit. When the entry angle of the round is shallow, it tends to mark a “cut” like wound. The self sealing tanks are effective against the damage, since the distance between the cliffs are short. The leakage caused by the multiple small holes created by 8mm machineguns could be reduced to 0. The same tank might not be able to seal up the hole of the same initial total area, if it’s casted with an 20mm explosive round.
The rounds “Exit” the tank, a single bullet creates 2 holes if not too shallow.
There should be a “initial hole size” and a “patched hole size”. The patching of the fuel tanks should be “almost” instantaneous unlike in real life, because it’s really hard for computers to calculate the bleeding effects from the individual bullets.
The self sealing fuel tanks should be applied with “Sealing tier system”. If it’s rated for 50 cals, the initial diameter of the hole should be compensated by about 15mm. Though a bullet hole tends to be a bit larger than the cross-section of the round itself. Even the larger holes would be patched up after a while. So basically, separating the “Insta-seal” and “Inf regen”.
The infinite regeneration does not care about how many holes are created. Instead, it reduces the leak rate over time.
Extreme damages should be applied with a permanent damage partially. So that the devastating 30mm HE bullet holes won’t be cured.
Boxes of vapor should be positioned at the center points of the fuel tanks, the origin points of the boxes should be off center. So that if the tanks are enlarged, the vapor cones extend backward.
If the incendiary sparked inside the registration box, a chance of fire should be casted. If a tracer entered the box itself, a very small chance of fire should be activated.
HE rounds with TNT equivalent below 4 gram shouldn’t be able to damage the tanks with the HE damage at all if they exploded upon contact with the skin, although the shrapnel damage should be allowed. Unless the tanks are in the “Wet wings”, like on P-47N, G4M1. They are rare.

Propellers should be modelled with an universal damage model, it’s relatively easy. The chance to hit one of the propellers is easy to calculate from the available resources. They can drop in propeller efficiency. The chance is not low.

An option to shaffle the belt order for each gun should be in the game to begin with. This is effective for vehicles with multiple guns of the same type, the tracers would look more natural. And the damage from hitting the rounds during the same frame would be consistent. Because landing 4 incendiaries at once is pointless.

Individual guns should desync the fire-timing over a prolonged firing session if the above option is enabled. So that it would be like firing a rapid-fire machine gun instead of firing an auto shotgun. And propeller synchronized weapons should be separated into different weapons from the original types. They shouldn’t be affected by this desync system.

The VNE and G-tolerance should change in-flight from damages done to the spars. So that the maneuvering vehicles are more susceptible to enemy fire. The vehicle can return as long as they are not making hard maneuvers. The option to show the VNE next to the current speed should be available like “600 / 820km/h”. The then current VNE should be updated as the vehicle goes into a worse condition progressively.
Instead of indicating it in the left-top corner HUD, the G-tolerance should be warned with the red pop-up text if the player nears the limit.
The forward spars of the twin engine vehicles should be vital. If they are damaged beyond certain threshold, the crews should be forced to vail out. It’s faster to implement this feature this way. The forward spars connecting the fuselage with the engines should be affecting the VNE and G-tolerance harder. The spar section with the highest effect to the VNE or G-tolerance should be given the priority, the VNE reduction from each section should not be added up.

If players share the user skin of the same file name locally. The skin should be visible on the both clients, this could be limited to friends or squad mates. So that it would be easy to identify friends visually. Maybe because i’m playing air RB in VR, this is much more important. But it helps. Though decals are there. This makes the game more fun. It would be useful for contents creators too, they can film some fancy cinematics with this.

An ability to listen to the open cockpit noises regardless of the canopy condition should be added specific to this game mode, because I want it personally. The first person sounds are muffled for “realism” reasons. None of my friends like it either.

The enemies should not be highlighted just because you are in the close proximity. The average distance of 7km is too far away for identifying the type of the enemy aircraft.
To expose the enemy player for all other players, the enemy should be scanned. By holding the enemy near the center of the camera for few seconds, the type of the enemy aircraft should be revealed. All teammates should be visible on the screen by default, and they should be visible in the map.

Visual gun shake should be in the game mode.

Wing flutter drag should be in the game mode.

Drop tanks should be in the game mode.

Custom belt should be in the game mode.

Expensive ammo mechanics that is tied to the “coin” should be in this specific game mode because I like it.

Proximity low quality mic voice chat should be in the game mode for both teammates and enemies because I like to hear their opinions. It’d be better if 5 kill aces could blast music though their vehicles. So you can purchase this “Music kit” thing from the store. If you set the music kit, your enemy hears the music when you approach the enemy. This is based on the killstreak, so you can have a different song for 7 kill. It’d be so hypo.

This might be unrelated but honestly, there should be a “size factor” for each vehicle. So that a smaller plane would be harder to detect for players, AAAs would struggle to score hits relatively. Though, the size factor would be less important as the targets fly away further.
We should be able to toggle on and off if we want to select NPCs as a target. At least there should be a toggle to switch it off above 2000m. So that it would be a lot easier to switch between targets in HUD with the “next/previous target” binds.

B-17G formations flying at 7500m should be in the game mode because it’s epic to look at.

Me 262s and me-163, He 162, Meteor F3 should be in this game mode because I think they deserve the spotlight.

All Japanese aircraft should be separated into army and naval vessels. Custom lobby menu should be able to restrict one of them, though they are considered the same nation.
Dawn, thundercloud, rainy matches should be an option.
“Mass-produced vehicles only” check-box should be there.

All M2 equipped vehicles should be able to swap their weapons with the guns with better belts. So that P-36G would be able to equip M2 late, P-40s would be able to use the mid war belts with the right modifications. The certain modifications should be able to change the BR dynamically. If the statistics are gathered in a way the vehicle is considered different vehicles by the system, there would be no issue with the “We want no manual BR adjustments” policy of the Gaijin.

Almost all spitfires should be able to attach different wing tips and armaments, a modification to switch both models and FM would be entirely possible if the devs used 0.07% of their true power.
Or else, a different vehicle with minor changes should be added. With the warning saying “This vehicle can’t be included in the same deck with vehicle A. Because they are too similar.”. It could be foldered into the original vehicle to keep it simple to navigate the tech tree. It can be tuned to share the unlocked modifications. Or even the way to unlock the minor-change variant could be by spending the certain amount of modification exp. A plane with many accessible payload options take more time to fully spade. So it’s wise to copy the exp instead of letting the player grind extra. At least the weapons could be swappable just like Kikka.

I really wish if there is an option to use FW 190A-8 with C3 or MW 50, or even both at the same time. (Though waiting for A-9 variant.). I’m wishing for Me 109 G-6 without MW50 at lower BR, though not as much. If the FM could be switched with the modifications, it would be possible as water tanks are not modelled internally. The 3D model can stay as is.

Japanese late war vehicles had a “fuel tank for higher grade fuel”. The vehicles could switch the tank in-use mid-flight. So that pilots switched to running better fuel only when they wanted to extract more power from the engine. There is next to no point running 100 octane fuel for half throttle, if the biggest concern here is the knocking. This might restrict the WEP time of the vehicles in a similar fashion to the water tanks.
Ki-84 would be susceptible to this. The real speed of Ki-84 is 655~660km/h at altitude. The Ki-84 “prototype” with 620kph top speed is actually mass-produced, about 100 of them are sent to the field for actual combats. Though they don’t look as good as the actual mass produced ones. Yak-9U’s prototype achieved 700kph at the relatively low altitude of 5000m. It’s remarkably fast, only to be shadowed by the top speed of 675kph when its mass produced version entered the sky. The aerodynamics are refined even further from the prototype, even then its top speed is lowered probably because of the fuel quality, and the production quality of the aircraft. Gaijin seems to care about this, because there is a higher octane fuel modification for this vehicle specifically. Otherwise the theoretical top speed might be even lower. So why not giving this “Better fuel” for more vehicles. It’s weird for Ki-84 to have US-made spark plugs to enhance its reliability at its highest power. I wish if I could play the 700kph Yak-9U because I like the plane a lot. I wish if the BR moved by 0.1 based on the modifications. But, only for this gamemode. If this gamemode becomes real, none of these little issues would be noticeable. I really just want some fun. Instead of having a definite version of the vehicle, being able to play the same vehicle in varying conditions makes a total sense. I’m not forcing myself to remove modifications from Ki-84 ko only to play at 5.3. I wish if there is a way to keep Ki-84 ko (rough condition) at 5.0 or somewhere suitable around the line.

If there is a “switch fuel tank” bind for this “high-grade fuel tank”, it could be a good way to tone down the vehicle performance in a more unique and fun way. It’s the most historical method. Without the better fuel, the top speed of ki-84 would be around 625kph~640kph. Using TAIC data by itself is a mistake. Ki-43-iii ko is 555kph irl, the in-game speed of 578kph at 7000m is based off of TAIC data. It’s not realistic for the “war condition” ki-43. There is a rumor around that the drag coefficient used for this calculation is not even right. I don’t have to go into the details, but the issue I wanted to talk about is that, all vehicles are susceptible to the degradation from war time conditions. Almost all German late war props are designed to run on slightly worse fuel from the get-go. The engine designers could design an engine that runs on 100 octane fuel specifically, they knew that it could be impractical for them. Even then, the engines run slightly better on better fuel. Just because they are designed for that specific octane grade doesn’t mean the same engine can’t benefit from the higher octane fuel.
I just thought It’s wise to separate Ki-84 (rough), Ki-84(w/limiter), Ki-84(perfect condition) in some way or another. The armament could be swappable, Ko/Ots/Hei could be packed into the same vehicle with just the weapon swap options. With the dynamically changing BR of-course.
One thing worth mentioning about crude engines is that they produce so much heat from frictions, they burn the same amount of fuel for the lower power produced. It means not only it is less powerful, they generate more heat. Crude radiator fins have worse cooling efficiency. So the rough Ki-84 runs hot. The friction consumes the part of the power too, so it’s even less powerful. Ki-84 (rough) should be 1600hp normal, 1800hp WEP. The top speed should be 625km/h. The horsepower of Ki-84(wLimiter) should be 1800hp at normal. It shouldn’t be able to use WEP like certain Soviet aircraft in the game, unless you put the high grade fuel from modifications menu. The WEP output should reach 1990hp. The top speed should be 657km. The perfect condition Ki-84 should be the one in-game with the magical top speed of 687kph. Maybe reducing the horsepower by 60 and increasing the drag makes sense for (w/limiter). And perfect Ki-84 shouldn’t be considered “mass produced”. TAIC stated J2M3 could reach 670kph or something like that, I’m not buying that. Well, it’s probably because of the use of laminar flow airfoil on its main wings, and the lack of propwash downwash simulation. I’m not spending a dime on it.
maybe the selected tank should be switched automatically when the WEP is engaged. The high-grade fuel option could be a progressive 2-stage modification with 1, partial high-grade fuel. 2, high-grade fuel for all tanks. So that I can enjoy the heavily limited boost time.

By the way I made an issue report about the Sakae 21’s wrong fuel consumption rate recently. Please check it out if you felt kind enough to care about something like that.