The "not real" gunner sight make shoot too accurate.Which make armor useless

Gunner sight in the ground realistic battle makes it too easy to shoot directly at the breechblock or other weak points.Which makes armor useless and players lost a lot of fun of driving sturdy tanks.
I hope our game can change the gunner sight in the ground realistic battle to the “real gunner sight” just as the gunner sight in the simulator battle.Which can make it difficult to shoot weak points.

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Ur the first this year to suggest this…

its a setting, no one uses it

This is such a stupid idea. If you want the full realism, go play Ground SB, which you even mentioned on your post. GRB is a compromise between realism and playability.

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Go to settings and turn on tank sight from gunner optics and tell me how much fun you’re having with trying to fire from cover and constantly hitting said cover because your gun is phasing through it without you knowing

I use it…

For fun

I totally agree with you 100%. This issue makes wt RB rather unplayable.

In sim you have parallax but. It is eliminated by laser range finder button press and using 3rd person view. So sim ground isn’t 100% cure.

Rb, sb gamemodes or at the minimum sim need
1)PARALLAX
2)global increase in shell dispersion.at 2.5 km dispersion equals 0.5-1 tank size.
3)each tank respawn induces random deviation to mean point of impact of your tank gun. The gun should have error in zeroing.

Hard to have fun in the game where 100% shots land into LFP. The tank design and armor becomes irrelevant, only LFP exists.

This is why i resorted to only playing sim ground. Of which i play 10_2 and 11_2. So only once each 2-3 days events.

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You would be surprised how many do use this setting, it’s eventually easy to understand for most machines the parallax between sight & armament.

Surprised WT doesn’t enforce it, especially since it’s lite version Enlisted it’s forced.

Only fun part is seeing the armament on screen & seeing the muzzle flash when fired, con is the PGZ09 is a small window of view as the tracking radar blocks 70% of the screen.

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Even if they did, it would have little effect on Higher tier, as if it was faithfully implemented basically everything above ~8.0 (M60 / T-55) or so would have an FCS that can account for it as well as the requisite angular lead.

What kind of brain damage do you need to think MORE randomness is a good idea

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Yes, random % chance affecting accuracy, the staple of fun gameplay loop of any pvp game.

He seems to want guns to act like they do in WOT where each shot lands in a completely different spot even if you never move your mouse.


Almost as if it’s supposed to work like that.

It would be good, much prefer GSB because of this, but GRB is just arcade+ unfortunately

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Oh I am aware dispersion is real it’s just that you are suggesting really high values. Your picture shows that the average dispersion at 2km is about 70cm. And you suggest that to be at 2.5km the disperson of 0.5 to 1 tank size. While most modern tanks are somewhere between 3.5 to 4m in width.

Maybe my suggestion is too high but thus needs investigating.
War thunder is prone to idealistic depiction of weapons with best theoretical values. For example, ffar rockets in WT lack real life dispersion big time.
i think same can be said about vehicle cannons.

Then, dispersion is one thing and zeroing error is another. Tank cannons should have the latter as well i e the gun actually points elsewhere instead of cross hairs.
Multiple factors will degrade hit rate.

In the end, i wish to play a better game because LFP thunder got boring really fast. There should be less control over where exactly the shell hits tank model. And sim ground doesn’t fix this.

Not really, they are a about as good as they should be.

“Ballistic Dispersion of a single rocket is approximately 5 mils”


“It has been determined that clusters of FFAR rockets spread during flight with an average ballistic dispersion of about 12 mils in both range and deflection”

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The thing is, IRL all the gunner does is select the target the commander tells him, fires when the commander tells him, but do you know what the gunner does ?

He straight up selects the target (lock), the computer will calculate the perfect distance using lasers (error at a few kilometers might barely reach a meter on bad FCS), then the computer will also predict the lead for which the target is moving at and wind speed, and the moment the gunner presses fire, the FCS would have already calculated most of that shit to land a hit.

You might say that IRL they have it easier, most of the trouble is target acquisition.

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Tracking is only recent invention and it still doesn’t let you choose a particular part of the tank to aim and hit. Key difference here. Problem with wt is ability to aim and even hit pixels instead of the tank as a whole
Manual tracking like in ghpc is very prone to human error

Once again, war thunder is a balance between a simulator and arcade game, sure, most of the tanks are realistic, but in real life u also can’t scout tanks to mark them on a minimap, and u can’t respawn crew members. The sight is just to make it more fun and playable for newer players, and there’s always sim battles

Not when I have multiple field gunnery manual’s and read them for fun