Oh boy, that will make top tier fun. Imagine this, 2km away at full speed, click a button lock, click mouse for kill. I’m all for adding features, but by no means does this game need automatic firing solutions in ground battles for ground to ground engagements. You aren’t even at ranges where it would require the use of an automatic FCS. The gameplay for top tier is already bad enough with thermals and laser rangefinders making everyone perfect at spotting and deadly accurate. This is one feature that I think would actually cripple any enjoyment that could be had.
Just think about being a tank that sees these FCS in an uptier. You’d be done before you had a chance.
Not an aimbot and not automatic. You have to hold a steady track of center mass of the target. There is no “lead circle” that you just click on the way you do today. In a lot of ways its harder.
Just a friendly reminder that this is a video game for enjoyment, not for recreating reality. Forced aiming perspective can be added when Gaijin adds sights that relfect that offset. Until then, simulator can keep that feature.
It is automatic, if you can simply hold your cursor/sight on center mass and hit a target without leading, that is 100 percent automatic, and pretty close to a full on aimbot.
Not simple. To get the proper lead you have to steadily track the target until the computer induces the correct lead. Go in a test drive and try to follow the moving tank for a while with out jerking the crosshairs off of it at all.
If that is how they would work, there would be zero use for the system in the game. There is hardly ever a time where you can get an enemy driving in the open for a significant amount of time. Even then, they would die quickly now with how easy it is to lead targets with the high speed of apfsds.
“Realism”…
Its actually less for the enemy target, but to compensate for your own movement. Its the only way to get “first round hit on the move” capability. The game fudges quite a lot of the ballistics in the name of “simucade”.
Yeah, it sort of has to due to being an mmo. If they could figure out a way to better simulate ballistics for the quantity of real time calculations it has to do, i would like to see it changed.
For balancing issue I got some ideas from the RTS game Wargame. If your optics (or the FCS module inside) got hit not only you need to repair them, your fire control system together with laser rangefinder are also affected. LRF will become unavailable before you finish repairing, and the fire control computer needs some time to restart before it can function again.
The ballistic calculations isn’t the problem, that is pretty accurate. Its the frustration level and the degree of precision necessary IRL gunnery. The game lets you get away with lots of things that would not fly IRL.
I am not sure of exactly what you are referring to, but there are a few things that are an irl thing that i am glad is not in war thunder.
There are some things that i could see being added to sim. For realistic, i would only be okay with some of the current sim stuff getting added to it if other stuff was first added to sim.
Contrary to your belief system, I can do that quite easily. I play naval realistic and regularly lead ships for distance and heading before the firing solution is computed by the crew. Moving target to moving target with distance known. I also regularly lead moving ground targets while I am also moving in tanks while accounting for drop at 1km in maps that allow it in MBTs. I can do the same with stabilized tanks, but at a lesser distance. I don’t know why you would issue a challenge that involves very little effort. I can take my M1A1 Clickbait (seems appropriate for this clickbaity challenge) and hold the moving target in test drive at full speed while manuvering. Not hard at all.
I don’t know how many times I can say this in a day. Warthunder is not a simulator, it is a video game. Nothing is true to life in Warthunder because it is a video game, not real life. Balancing and enjoyability are more important than true to life features and historical accuracy.
This is already in the game its called ground arcade. <=== sarcasm
Adding this to RB to make getting kills easier and boring. We dont need a full real life tank simulator that needs 3 to 5 people to make the tank function, then a computer to auto aim to make sure you hit the target.
Who said I lock every target? It only moves when you lock targets. I use manual gun distance correction and can still hit targets without the lock, again, not extremely difficult. Also, cool attempt to ignore this:
Honestly I am all for it, its one of things that would differentiate modern tanks.
And it also wouldn’t be something, that would make aiming too easy (which can already be said about high rank anyway), as you cannot use it in every situation. Just another feature to play with, which is what I like about WT.
I actually suggested this idea a while ago, I feel like there needs to be a distinguishing line between WW2 FCS - Cold War FCS - Present Day FCS. As of now all tanks play and handle the same, I know it’s a massive undertaking to give each tank their proper FCS but they should just focus on modern vehicles, Yeah I know FCS can lead and auto track but those features are best left for Sim Battles.
I just want our gunner and commander sights to have a more authentic and realistic feel, instead of the generic ground forces sight from 2012 that our modern tanks are stuck with.