Update 2.45.1.61

Which should be superior but in game not so much

Is aiming completely broken in nab not a problem?

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Not enough spaces.

Seeker FoV does not visually reduce upon lock-on. // Gaijin.net // Issues

@Smin1080p_WT

While developers implemented the fix in the background, the visual side of things on the client isn’t shown with this fix. Small oversight on the part of the developers.

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Air AB matchmaking not working as advertised:
https://community.gaijin.net/issues/p/warthunder/i/7ycR9v0Job3Y

I’m not even sure they’ve acknowledged its an issue. Its a player complaint that aiming is broken, but until someone can provide screenshots and dxdiags and logs and replays and …, and …, and …, and a 2nd shrubbery for a nice little path, they can’t even be sure its occuring. The 33 people saying “I have this problem too” might all be bot accounts or liars or something. Heaven forbid they play one battle or shudder beta test! Far easier to make the players provide irrefutable evidence that undeniably proves Gaijin made a mistake. Its one thing to know they’re terrible. Its another to have proof they’re terrible.

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Has anybody here had issues with binoculars sometimes delaying with a black screen for a split second, and the game sometimes still minimizes itself to desktop like some ghost alt-tab your key.

Damn this is a huge buff for R-73 (I assume) and the Magic 2, this will make them way more flare resistant. I’ve already seen it in game while dogfighting my freinds with them being able to use the R-73 at longer ranges without it being flared. (unless it is confirmation bias)

I think something is also up with the 9ms seeker being wrong. I believe @Morvran made a thread or comment talking about it, but I believe the PL-8B and 9m have the same issues

9M should have other methods of IRCCM besides just seeker shutoff, like Push Ahead and Flare Rate Bias. But those currently arent modeled and they seem to limit IRCCM to a single method of IRCCM.

The biggest buff Aim-9M need is their IRL lock ranges

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So do so!

Would the lock ranges change anything? My missile usually run out of energy flying at anything going side on to me within 5km. Even in head one i’m able to lock farther out than my missile is able to reach.

Also would those other forms of IRCCM be useful and are they on the model we have in game?

I’ve had dozens upon dozens of situations where the target has been well within range according to my radar, maybe even in the LSZ and couldnt fire because I didnt have a lock.

Currently its 3km in front aspect against a target on full AB. (good luck ever getting a lock if the target isnt on full AB) but it should be 14.45km.

IRL lock ranges would actually enable me to fire them off way more often than I can currently.

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Ohh ok that makes more sense because at those rangers when they fly too you the missile goes further allowing its smokeless motor to become really effective.

Yup, most of the time Im finding the smokeless motor barely of use because I have to be practically in gun range to use the 9M

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Take 2+ hours to provide irrefutable proof that they could get for themselves in 5 minutes? Nah. I have better things to do than teach devs how to dev. Oh look! Lint in my belly button!

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While I’m not one to defend gaijin.

Dxdiag: like 5 seconds, reusable.
Replay: Saves automatically if you press a button after each match.
Log: Saves automatically when you close warthunder.
Screenshot: Press print screen, it’s in your warthunder folder.

It’s no effort.

https://community.gaijin.net/issues/p/warthunder/i/nK41ZVKawoVf

This bug report took me at most 5-10 minutes (most of which was “Uhh, what model were the japanese bombers again?”) to assemble.

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They’ve said on the Russian forum that was intentional: Summary of changes to Air Matchmaking in 2.45.1.61 (22 Apr) - #13 by _Poul