War Thunder bug list

Good day everyone,

IAW with Gaijin support (photos below), I’m going to the forums to list a couple bugs that I tried to report and got closed out as “not a bug”. I’ll go one by one so it will hopefully be easy to track. All of these are dated for Update 2.53.0.93 on 18FEB2025. Apparently, moderators hold more power than actual Gaijin does according to support, which is funny seeing how Moderators will tell us all the time they hold no power.
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  1. T-72 Commander’s Copula missing armor ( T-72 series missing commander’s copula armor // Gaijin.net // Issues)

Currently as it stands in game, the armor model has the turret armor going up to the base of the commander’s hatch and then is flat.

However, given two respected T-72 tank owners have videos over this tank (The Tank Museum (https://www.youtube.com/watch?v=4XjFKVyXzls&t=1234s at 20:16) and the Australian Armour and Artillery Museum (https://www.youtube.com/watch?v=krp2y88nNCo at 4:30 (shown by Wargaming Europe)), it’s quite obvious that isn’t the case. Previously, a Bug Moderator had stated that was “anti-radiation protection” to another player, but it’s borated poly. I personally work in the nuclear field and borate doped plastic does NOT provide any ballistic protection against munitions for rounds that are in game. The following is further evidence that the commander’s hatch is not flat and flush with the top of the hull.
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T-72 hatch with anti-radiation protection
Here is the borated poly for anti-radiation use. It’s EXTERNAL to the vehicle as it requires 2 inches of borated polyethylene to reduce radiation exposure to 1/10th the external source dosage. It’s named the “Podboi lining”.
T-72 commander's hatch_2
T-72 commander's hatch_5
T-72 Commander's hatch_3
T-72 Commander's hatch_4
As you can see, this was closed by “Bug Reporting Manager #1” as “Not a bug report”. It’s also a double standard to say this isn’t a bug report but the M1 Abrams turret ring being thinner than it should be was a bug (M1 Abrams (all subvariants) incorrect turret ring // Gaijin.net // Issues).

  1. AH-1G/Tzefa A/Tzefa B M73 reflex sight for pilot is set up improperly and pilot’s head is mispositioned (AH-1G/Tzefa A/Tzefa B pilot gun sight missing FFAR sight // Gaijin.net // Issues)

So, some real-life history of these. The AH-1G, Tzefa A and Tzefa B all have the same body and overall cockpit design. The Tzefa A is a direct copy of the AH-1G and the Tzefa B is just a modified Tzefa A for anti-armor operations (is built to carry the TOW missile). With this, the pilot should be sitting at the same exact height, and all three use the M73 reflex sight for the pilot to fire their controlled weaponry.

Pilot height: Currently in game, the AH-1G and Tzefa A share the same exact camera model with the Tzefa B having a slightly higher camera model.

AH-1G/Tzefa A cockpit view with FFARs only

Tzefa B cockpit view with FFARs only

Having done these and compared the two, I came to the realization of this part of the issue is that Tzefa B pilot’s “eyes” are about where they should be in regards to the pilot model. However, the AH-1G/Tzefa A has the “eyes” at neck level, FAR below what it should be. Currently, it can be fixed by having the player go to “Controls - Aircraft - Camera Control - Head movement: Upward-Downward”, but players shouldn’t have to key bind controls just to get the camera in the proper position for it to be the same between the 3 helicopters.

Gunsight issue: Currently, the default M73 sight picture is set to be zeroed with the gunner’s zeroing. This makes no sense as the pilot’s primary weapon IS the under-wing pylons. From AH-1G Flight Manual of 1975 TM 55-1520-221-10 ( AH-1G Flight Manual : Free Download, Borrow, and Streaming : Internet Archive), the ability of the pilot to take control of the chin turret is a secondary position for the weapon’s control panel in the pilot’s area (this should also set it to a predetermined “bore sight reference” IAW the 1967 version of the AH-1G Flight Manual (page 6-22 AH-1G Flight Manual) in the “turret stowed” position". From what I can assume, it was something established by the command/crew as nothing comes up except for during a loss of hydraulics casualty). The only way to establish a reasonably useful rocket sight picture is to carry the miniguns underneath as all 3 loadouts come with a different sight picture (Strictly FFAR, FFAR w/ minigun pod, FFAR w/ 20mm).

FFAR only

FFAR w/ minigun pod

FFAR w/ 20mm

Per Chapter 6, Section VII on page 6-23 on the 1967 FM, it states that “The pilot’s fixed sight is bore-sighted to the wing pods” and on page 6-60, “The pilot is provided with a fixed illuminated reticle sight for firing the TAT-102A turret in the stowed position and podded guns and rockets on the wing stores” so the fact the sight matches those makes sense. However, given the fact the pilot’s main weaponry is the under-pylon choice, it makes NO sense as to why the FFAR’s don’t have the default sight when the underwing minigun and 20mm aren’t used. My recommendations is either having the ability to change sight pictures (for example, under the “Y” menu) or have that be the default pilot sight by standard. I would also recommend, if possible, to have the chin turret have the bore sight range established or to at least have all 3 placed the same.

Off topic: I just noticed the Tzefa B gunner’s camera in the 3D model doesn’t rotate with the chin turret. Given the fact it’s not the same gunner aiming system, the camera should be doing that. Also, do we know what type of FFARs are used in game for the Cobras? I noticed that in Figure 6-18 of the FM on page 6-40 has 4 separate types. Is there a more recent version that Gaijin has access to as that’s the newest I could personally find on the internet. Also, if this peaks your interest, I found TM 43-0001-30 ARMY AMMUNITION DATA SHEETS FOR ROCKETS ROCKET SYSTEMS ROCKET FUZES ROCKET MOTORS (Federal Supply Class 1340) (dqve030.tmp) that discusses different warhead and fuse types of 2.75 inch rockets.

However, this also got shot down with “And yet there is zero information of how it should look and work. We can’t accept such report.” from Bug Reporting Manager #1.

  1. AiM 7 missiles tracking targets outside radar scope ( AiM 7F broken and attempts to track targets nowhere near radar // Gaijin.net // Issues)

Bit of an old one, but this is in regard to SARH missiles just floating off after targets it shouldn’t be seeing. There’s nothing for me to add to this that isn’t already part of the bug report. I do want to point out that the statement “Unfortunately you have not included all necessary data. Without it, it is impossible to resolve the issue. If you’ll encounter the issue again, please make a new report. The report should include description of the issue, steps to reproduce, unedited screenshots made by game, log and replay file. Screenshot should be made during the bug or immediately after it occurs” is literally such a blatant lie.

I not only included the game file, I explained how it happened in game AND those are from War Thunder’s in game screenshot mechanic via Steam (using F12) and taken directly from my Steam Screenshot File which I took from the server replay directly after the match.

  1. Clouds don’t render the same between air and ground ( Clouds act like one way mirrors when comparing player POV // Gaijin.net // Issues)

I mean… how else am I supposed to report that? I took these photos to add here so this is up-to-date with the issue still existing.

Aircraft POV from above the cloud layer

POV from the ground

Graphics settings

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I know it’s a lot to read and examine, I just got forwarded to talking to a Technical Moderator from a Forum Moderator after I made a post about it and then Gaijin support forwarded me to the forums. It’s silly how some of these have existed for over a year and only got attention after I responded to another person reporting a bug I had over six MONTHS and theirs was acknowledged the same day and mine suddenly were all mass denied.

Also, is there any reason why the TOW-2B is modeled to not work properly? I reported this ( TOW 2B is not modeled properly // Gaijin.net // Issues) and was told “It’s not a bug, but a game convention. There is no plans to change it, at least for now.” Why do we have a weapon in game that’s designed to counter ERA (which would be useful with how Gaijin keeps adding modern Russian vehicles to fight NATO tanks from the 80s) that DOESN’T counter ERA. Also, they will detonate far off to the side of a target doing no damage and making it impossible to hit a target behind someone sitting on a corner. I’m assuming this is the case given the fact the “proximity fuse” is at 3 meters. Given the fact the seeker head looks straight down, it shouldn’t trigger on a target off to the side.

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You are gonna need an extra whole forum for this topic alone

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