No I don’t
… For another couple of hours
You should test it again and try to lock your fps
Dude, I am not interested in troubleshooting help, I can do that myself.
For me the DX12 version needs work to be usable. It is still in beta for a reason.
What’s the issue you’re having with DX12?
I’m using DX12 with AMD super res on native with my 1080TI and it works much better than DX11
I am fairly certain that airfield AA has been a thing for as long as I have been playing. Since I can’t find a post about airfield AA being introduced I have to assume that there always has been AA protecting the airfields.
As for the AI targets and bases not being enough to drain the tickets, that seems to depend on various factors. I do recognize that this isn’t a reliable way to win currently, but it is a way to make use of your time while waiting for an enemy to either return or for them to count as inactive.
(The nerfs to ticket drain are a result of players asking for matches to go on for longer btw)
I highly doubt that you currently would be able to extend matches for much longer than it would take to count as inactive by just sitting on the airfield by flying circles above the airfield unless someone is trying to attack you.
I personally have had cases where I took off as the last player and got counted as inactive because I didn’t get my activity timer running again and it didn’t take nearly as much time as you claim for the inactive status to kick in.
There was no point at which the Rolands have ever been a 8km death bubble unless you have a massive skill issue. They always had blind spots above them, it always was possible to avoid their missiles as long as you weren’t within breathing distance of the airfield.
As for the RTB and leave part of my response, again, if you don’t want to spend your time waiting for someone to return to battle, that is your quickest way out without having to worry about a crew lock.
If you want to win in a situation where it seems like ticket drain isn’t an option, you will have to play according to the games mechanics, which includes either waiting for your opponent, making use of AA blind spots or going for a kamikaze attack.
That is how it has worked for at least 3 years and there always have been players asking for better airfield protection and others asking for the protection to be nerfed or even removed. Similarly there always have been players asking for matches to go on for longer on average and players on the other side asking for matches to end quicker.
Did dev close? Title here hasnt updated. Doubtful but hopeful at the same time update will be within 24 hours. Likely will be tuesday tho ik.
Yeah i was kinda confused when i noticed it wasnt updated lol.
Would appreciate these bugs getting looked at
HSTVL/RDFLT ammo name change
https://community.gaijin.net/issues/p/warthunder/i/ebSG9ayXfx1S
HSTVL/RDFLT can use Commander vision without CMDR
https://community.gaijin.net/issues/p/warthunder/i/42jstoiXLA1O
RDFLT missing Hunter Killer/Commander view
https://community.gaijin.net/issues/p/warthunder/i/8sOxNv7JJvXq
HSTVL/RDFLT can be operated with one crew member
https://community.gaijin.net/issues/p/warthunder/i/23I7757qOUrZ
Tanks being operated by a single crew member was actually a thing way back when they added tanks
Ppl didn’t like it tho because you couldn’t move your tank while reloading or firing due to not having more crewmen
you are interpreting it wrong, HSTLV/RDFLT should be able to be operated by a single crew member in the same way the STRV103 can be in game currently
I know I just wanted to pull out an anecdote
Well the HSTVL and RDF are both autoloading tanks but the driver and gunner have both gunner and driving controls (on either side of the tank). Both the driver and gunner can also use commander vision (hunter/killer system) without the commander. Much different than any other tanks.
You can see the FCS is actually modeled in game for both the HSTVL and RDFLT
There should be a brake and gas pedal on both sides as well.
Evidence to back this up, they tested the HSTVL with a Commander/Gunner without a Driver
Can you realize that people can comment before others are visible?
This post was flagged by the community and is temporarily hidden.
So in Naval Arcade fighter aircrafts with bombs and rockets will now reload as fast as bombers? Or it’s just double nerf for them, which no one asked in naval community, that change will reduce amount of planes in naval battles even more, why did you even do that for Naval modes?
The minimum requirements for receiving the “Heavy Metal Hero” match award (the number of destroyed vehicles must be no less than specified) have been adjusted:
In Ground Arcade Battles: 12 → 10 In Ground Realistic Battles: 6 → 10 In Ground Simulator Battles: 6 → 7
The maximum requirements for receiving the “Heavy Metal Fury” match award (the number of destroyed vehicles must not exceed the specified number) have been adjusted:
In Ground Arcade Battles: 11 → 9 In Ground Realistic Battles: 5 → 9 In Ground Simulator Battles: 5 → 6
The minimum requirements for receiving the “Terror of the Sea” match award (the number of destroyed vehicles must be no less than specified) have been adjusted:
In Naval Arcade Battles: 12 → 9 In Naval Realistic Battles: 6 → 9
The maximum requirements for receiving the “Terror of the Ocean” match award (the number of destroyed vehicles must not exceed the specified number) have been adjusted:
In Naval Arcade Battles: 11 → 8 In Naval Realistic Battles: 5 → 8
Can you please stop one day to increase the game difficulty ?
It’s been 5 months. I’m going to start using the Chieftain Mk10 soon, and I probably still haven’t fixed this bug.
It’s disappointing how many major bugs are piling up; they’re acknowledged but never fixed. I think it’s time for the devs to focus on fixing the real issues.
https://community.gaijin.net/issues/p/warthunder/i/dTml13NvBZ1X
It has been 9 months and the Eurofighter still dosent have a radar gunsight in 1st person view
https://community.gaijin.net/issues/p/warthunder/i/jPRgK6FGgZsj