Shuffled belt order for each gun as an optional setting.

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

A shuffled belt order for each gun will be a good option.

1, what this adds.
・An option to enable “Unorganized belt order” for all guns at once.
awergfaergawer4g

2, what it tries to do.
・Improves the consistency of the damage done while having multiple guns.
awregaergae

3, What the problem is.
・Hitting 6 incendiaries in a deflection shot dealing lower damage than average.
rrrgeer
sryhsrthsdrth

Problem with this game would be that belts are loaded in a strict order. It’s possible to load 800 rounds in a specific order, although it lacks a point.
Landing 4 HE rounds or 4 IT rounds results in very different destructive power. It’s because 4 20mm cannons are firing the same type of rounds during the same frame. If each gun is firing a different type of ammunition, no matter when the bullets cross the enemy, the firepower would be consistent. This promotes user-friendly and skill-based engagement, and reduces frustration from the inconsistency. This makes the outcome less of a gamble.

So, I propose adding an “Unorganized Belt” option to the vehicle selection menu. This would randomize the order of ammunition while keeping the belt composition intact.

For example, if a belt is composed of:

[HEF-T HEF-T HEF HEF]

An unorganized version could become:

[HEF HEF-T HEF-T HEF]
[HEF-T HEF HEF-T HEF]
[HEF HEF HEF-T HEF-T]

or any similar arrangement.

The ammunition order would simply be shuffled until all rounds in the belt have been fired.

Most importantly, this should be tracked individually for each gun. As a result, a gun mounted on the right wing might fire a tracer round at the same moment that the gun on the left wing fires a standard HEF round.

I assume a similar effect is already in the game. M2 and British .303 seem to skip a round from time to time. But it’s rare to occur, and not very consistent.

I’m not saying-cannon caliber AP is inferior to HE. They do deal damage in a different way. AP is really good for pilot-sniping and breaking vital parts, but they won’t deal much damage to aircraft skin. So hitting both ammo types in the same frame is really good for averaging the damage.

I’m immensely happy if this suggestion could pass through at least the pending state. Even if this suggestion never reaches the developers directly, I believe it could still contribute to future discussions within the community. If it encourages new ideas or inspires future suggestions, I would consider that a success in itself.

I hope this one can remain available for community feedback.

For the love of War thunder, and for the better game war thunder would be. Thanks.

5 Likes

+1. It would help with damage output quite a lot but there’s still many problems. May they all get fixed!

1 Like

No-brainer quality of life change, and it would take the devs 30 minutes of work to implement.

1 Like

Just fix ammunition types. A lot of rounds in-game are “Dead rounds” API barely can light fuel tank fires anymore meanwhile engine fires are so easy you can light them on fire with pure AP rounds with no incendiary filler. You could remove fuel tanks as a module and there’d be almost no difference. I think there was already a suggestion for custom ammo belts though, if you added custom ammo belts for individual guns, this would render this suggestion relatively moot.

1 Like

I guess they should add individual rectangular boxes for each fuel tank. The box represents the area of fuel vapor, the origin pos of the box should be off-center so that when it is enlarged the box extends further aft. The size should be corresponding to the rate of fuel leakage, incendiary sparks should be scanned. Tracers have a chance to ignite the vape upon contact with thr box itself, just entering the vape box and the opponent catching a fire adds a lot to tracers. Incendiary + AP combo would be viable. Maybe the self sealing fuel tanks should be given an armor tier based on the capability of the sealants. One bullet creates 2 holes, shallow entry causes a cut-like wound. Both damages are easy to be patched up by sealant when compared to a rounded hole of the same total area. Small multiple holes are less effective againat a rubber coated tank. The diameter of the hole should be subtracted by the armor tier factor before multiplied by the entry angle multiplier.

War thunder vehicles running on 30% fuel the most time will cause inbalance. Increasing the fuel consunption rate by 5 times and reducing the fuel weight by 3 works fine. If 300kg fuel is the max loadout originally, it would end up weighing 100kg aircraft performance-wise. If the original max fuel allows for 1 hour of flight time in a 100% throttle setting, the aircraft would be flying 12 minutes in the same configuration with the 5 times the fuel consumption rate. Distributing 50% of the selected fuel weight(in the loadout menu) to the tanks and making the dead weight iremoveable adjusts the performance closer to how they should be.
So the aircraft would be losing less air time from getting shot because you end up reducing the remaining flight time in 1 /5 the supposed rate.
Without it, the fuel tank leak is gonna drain the flight time so quickly that it does not suit thr gameplay well in terms of the feel of it.

Implementing this helps a lot.

Cleaner holes are easier to patch. A straight through-and-through shot would be easier to seal than a jagged shot as you’re having the round keyhole through the self-sealing bladder and then the tank itself.

Another thing is that the vapors don’t necessarily burn in the tank. They detonate the tank. It’s why fuel tanks try to avoid sharp corners as those are pressure weakspots. But you can have it where the fuel tank is effectively ruptured, but the bladder is barely holding the thing together. The next shot would lead to another detonation or a leak at which point, once it leaks, there’s no stopping it as your aircraft more or less becomes a fuel vessel where if enough fuel leaks into the wing, you could either have a fire, or there’s enough vapor build up that it just blows the plane up. Fuel doesn’t just disappear like how Gaijin makes it out to be.

Pure incendiary rounds currently, don’t behave right at all. They should penetrate like normal. But they don’t and we have a lot of testing data for them.


Take this chart. You can calculate range based off the striking velocity of the round. Again, thse are for FULL tanks. These values would be much higher since the tanks we fly with are only full to 30% capacity.

If you want to be simple. Go into the protection analysis mode, click the compare shells button, and convert from m/s to to f/s and you can get your probability if you line it up with the graph.

I never considered the possibility of cut-like damage being harder to seal than a circular hole. I just provided a middle ground plan for a practical inplementation. I never went into details but I have nothing against what you “Added” in this thread. I don’t think inplementing all that makes a good game either. Minus my english grammar making it hard to read, I hope there is no misunderstanding on both sides. I made a post with the same contents back in the days but it didn’t get mentions so. I think this is from 2022 actually. Anyway, the fuel vape builds up inside the aircraft skin, adding this system is also meh in my opinion. But it is alright. Pure incendiary round penetrating the aircraft skin I totally see that.