The Cheyenne has been out for ~11 months and its accepted reports are still just sitting there. What’s going on?

I’ll be upfront: I like this helicopter. Nothing else at 9.7 plays like it. It’s fast, the thermal sight is great, and you actually have to plan routes and positioning instead of hovering behind a hill. That’s exactly why it’s frustrating to watch it sit half-finished.

Here’s a typical engagement. I lock a target with the camera, fire the ATGM, and need to get out of there. In any other helicopter I’d drop the collective and sink behind cover. In the Cheyenne the pusher prop keeps pushing, so I barely lose altitude and just hang there as a big target for every autocannon and MANPADS around. So I pitch down instead. But then the target leaves the camera’s gimbal limits and the lock drops, because there’s no sight memory. My options are to stay up and get hit, or to descend and lose guidance.

This isn’t just my experience. It’s all stuff players have already reported with documentation:

The CCIP one gets me sad the most.

You can’t even settle on a pipper to shoot with.

I know the Cheyenne has no flares, chaff or RWR, and I’m not asking for them. That’s historical. But it makes the issues above matter more. When you can’t pop flares, being able to maneuver and keep your lock is all you’ve got.

I’m not here to say the devs are lazy. I just want to know what’s going on, because from the outside I can only see two explanations. Either these are harder to implement than they look in the current flight and sight model, in which case just tell us. Or they’re simply not a priority, in which case tell us that too, and we can all adjust our expectations. What’s hard to accept is 11 months(almost 1 year) of “Accepted” with no word, on a Squadron vehicle people spent real time earning.

Even a short answer would mean a lot, like “SPI memory is planned for X” or “the pusher can’t be done because Y.”

Anyone else played it? Have anyone run into the same thing?

would be a game mechanic for a single vehicle, thats why its not a bug, it would be a suggestion that will probably never come

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Thanks for the reply.

If “it only affects one vehicle” is the reason, then a mechanic only gets built once enough vehicles need it. So the first vehicle to need it is always out of luck. Are we waiting for a second pusher-prop aircraft before the first one gets proper control?

And it isn’t cosmetic. Without independent pusher control, you can’t sink fast after an ATGM launch. If you pitch down instead, you leave the camera’s gimbal limits and lose the lock. That’s a hole in how the vehicle is flown.

If this really belongs in the “never” pile, I’d like to hear it from the devs. One line would settle it: “bug”, “under consideration” or “no plans”.

thats what the not a bug label means, if theyre telling you to make a suggestion, it basically means there are no plans

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Thanks for explaining what the label means. I’ll write it up as a proper suggestion

turm III?

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yea also It has a much greater impact on the game than the 3-axis stabilizer, and it is also an essential element for this aircraft

a premium that gaijin got in a lot of crap for not giving the 3 plane stab

additionally a feature that doesnt require additional controls on the player’s end, unlike what pusher prop control would

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Welcome to war thunder i guess… Gaijin just ignores what they don’t want to fix and when they want to do something they will get it done sooner than one would even think about it

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These are things I’ve already always seen.
I’ve been watching the forum for a long time, but if the aircraft I love flying with is being treated this unfairly, how could I not come?
Thank you for reply.

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Yeah I get it… My J-11B’s wingtip pylon is bugged since its addition and still unfixed by gaijin of course. They even copy pasted the bug to three newer vehicles

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Oh… I hope that gets resolved.
Also, as you know, the AH56 BR calibration is at a level where it is completely unplayable, and nothing has been resolved regarding after the DEV server; and did not receive more weapon loadouts than what is shown in the historical photos.
I have so much I want to say, but I’m holding back.

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1- Not a feature in War Thunder currently, thus would need to be added as a feature.
As there are only 2 types of optical stabilization on helicopters at this time.
Patience is required for new features.

2- A different manual engine control in general needs to be introduced into the game, as separate engine controls are clunky & made for a time prior to HOTAS popularity.

For now, until we get new manual control features, teaching people the speed curve from 100% to 50% collective is easy enough.

3- Yeah, would be nice to have.

4- This is an issue with the game itself.
Gaijin needs to implement a new reticle system at some stage.

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3, 4 - If it can’t be resolved immediately, i think it would be better to separate one into a Gun Pod and one into a turret, so i can only fire one. It’s really inconvenient that the trajectories are separate.

just set the rear propeller’s RPM feed to automatic(like now), and control pitch.
so it wouldn’t it work like the auto/manual control functions of a Variable sweep-wing or VTOL aircraft?

This is actually a feature that other helicopters would also need (in my opinion)
Does the TGP of fixed-wing aircraft not operate similarly?