War Thunder "Dance of Dragons" - Changelog

Janus optics should have thermals for the Freccia. Please fix this, it is my favourite vehicle i beg of you please for my freccia my beloved mamma mia

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please change target points range limit from 20km it makes it almost impossible or really not worth it to use jdams past 20km

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And what’s the problem, it’s still worse than the SU-39 LoL with KH-29TE etc.

Very-very few people can play the su39 more effectively than the av-8b na. In the hands of the most players, the Harrier is much stronger.

You can not compare HSTV-al to 2S38.

How would I go about submitting a report regarding an error/something that’s broken in game? It looks like the updates to the M41A model broke several of the camos from the market for it, and by several I mean all of them. Hoping it gets fixed but figure I should submit a report or such but I’ve never done so before.

Please and thank ya.

That would be on the Issues site.

Here is all the information on what would be needed to make a proper report.

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And the question is do you have any of US air or US ground to make a statement like this?

And another:

NS-45 Accuracy


The NS-45 cannon stock is already so accurate that the upgrade hardly improves it.

This just smells like Developer Bias.

  • An APHE shell with practically no documentation.
  • A fuze sensitivity that is much lower than any other APHE round in the game and completely made up
  • Gun accuracy that is immensely better than the NS-37, despite both being practically the same cannon, just in different calibers

It shows you the missile launch point and direction on radar.
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Hello everyone.

I have a question for you… + - I would like to hear your opinion

I play War thunder, I’ve always used a costume scope…

Which one exactly? I created a sight for myself… there was just a fat dot ( yellow )

This point was a cool one… that there was no grid … nothing distracted me …

But after the update, my sight got fucked up… it doesn’t work anymore… or rather, by uploading your file… it should show a dot ( small ) and there’s just a standard sight…

question)) If it 's an option ? how do I load my scope? Or has the suit sight come to an end? and you can’t create something of your own anymore?

1 year ago, a spaded NS-45 would still be so inaccute you basically couldn’t even fire 2 round bursts and hit the same tank.

A stock NS-45 now is more accurate than a spaded one back then.

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I’m in rank 7 for US air, but I have the japanese F-15s and F-16 that are very similar to the US’s as well as the F-14A IRIAF (what a suprise). For air I’m also done with the Japanese, French and German trees and almost done with China and Sweden. So I do have experience in other aircraft to compare them.

For ground US I’m at 11.3 (bc I’d rather pull up the M1A1 and IPM1 to 11.3 so I can fill my lineup with the AIM and HSTV-L) and I’m done with Germany, Japan, France, China and Sweden and almost done with USSR, UK and Italy.

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https://community.gaijin.net/issues/p/warthunder/i/J1aQPizkwxeB

So there is the report.

I’ll look for a fix now 😅👌

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“Ship towing has now been made contextual. We have removed the towing on/off button from the action bar and made it work automatically. If a player runs aground, the request to tow them is now turned on automatically. A corresponding icon appears above the player’s ship, which is visible to nearby allies. If an ally gets close enough to the stranded ship, they will be asked to help get it off the ground by hooking the towing rope. After that, the towing player will be able to unhook it using the same button at any time.”

Can we PLEASE have this reverted. And instead have a toggle in settings that hides it for people whom do not wish to use it??

The Tow Rope is a major part of Naval battles for avoiding collisions or assisting slower ships get to parts of the battle quicker, having to wait until someone is stuck to use it only helps after they are badly stuck not like it was before where we could avoid the situation entirely.

It is also a major staple of Naval Custom Games where players use them for convoys with faster ships allowing dreadnoughts to stay in formation.

Please revert this decision as it has removed some of the fun and creativity involved with Naval Forces in War Thunder, including the use of the Towing Rope for accident avoidance.

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As per my last comment, both the original Dance Of Dragons Post and those currently playing Naval RB and Naval Custom Games are unhappy with the random change to remove the Towing Rope feature unless someone is physically runaground and are stuck. The Towing Rope was always used for avoiding such accidents, and for allowing tactical plans involving using faster battleships to bring teammates in dreadnoughts quicker to the battlefield so that they are not stuck in open water to assist them.

Similarly in Naval Custom matches we in the Naval community use the Tow Ropes to make massive convoys where we all sail in tight formations with destroyers and cruisers around the edges, using battleships to tow the dreadnoughts. With this removed now, it stops all those convoys using dreadnoughts because of the simple speed difference, and has impacted some of the strategy and gameplay involved with Naval RB.

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Bug report regarding USS Tennessee’s draft! The ship is sitting too high above the waterline, exposing the ammunition above the waterline and diminishing the design of the armor belt.

https://community.gaijin.net/issues/p/warthunder/i/eaNNa2wu1NYI

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“For other helicopters, all systems are temporarily integrated into the damage model of the fuselage as a whole, until a detailed damage model with separate modules responsible for their functionality are added.” Why? if you’re not on the helis with “detailed damage model modules” you can literally get fully disabled by bad aimed PF rounds now.

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I haven’t been able to figure out exactly what this means yet. I’ve tried googling a few things and looked on the wiki but no clues. [edit] to get the numbers to consistently show up in the secondary weapons menu make sure the gamemode for your lineup is either air rb or air ab. Can’t be naval or ground.

Old first point, not relevant anymore.

[TLDR it’s bugged for this question] First, I think the damage to bases MAY be a bit bugged. First picture is of 8x retarded bombs, with an tnt equivalent explosive mass of 296 kilos each (2371 kg). Second picture is of 4x long 1000lb bombs + 4x normal 1000lb bombs for an explosive mass of 4 x 322 + 4 x 296 (2477 kg)

Pics


So the first loadout has a estimated damage of 42224, or around 17.8 damage/kg. The second loadout has an estimated damage of 28842, or 11.6 damage/kg! I’m not an expert on explosives or anything, but should these values really be this far off? I realize its torpex vs RDX (which would give 28.5 damage/kg and 18.6 dmg/kg for non tnt equivalent), but really? Is this a bug? Or is it just explained poorly and has some weird equations? After some testing in a battle it SEEMS like a bug, a retarded bomb does the same damage as a regular 1000 lb bomb (with the same explosive mass). Also, the group of 4x 1000lb bombs has the same estimated damage as 1x 1000lb bomb (retarded or regular are both 5278dmg, which lines up with the 42224 number), but only with custom loadouts… I’ll report it.

See this bugpost for what I eventually found out: https://community.gaijin.net/issues/p/warthunder/i/ybtNWK5pSgSU


Second, how much damage does it take to kill a base anyway? I know it should be around 1350 kg of tnt equivalent above 8.0ish. After looking a few more planes it SEEMS like its ~24,000 damage at this BR. This lines up well with some planes (Tu-4’s loadout of 20x 500 kg bombs, 4 bombs per base), but it doesn’t make sense for the pictured above Buccy S1 (gets around a base + 3/4 if I remember correctly). I realize it probably depends on the bomb manufacturing and tnt equivalent, but that’s why the estimated damage was introduced, right? Damage per base should probably be listed on the wiki somewhere per br range (or even better in game).

I feel like it’d make more sense to have an estimated damage per bomb in addition to the entire loadout.


Third, what does the reward multiplier for bases mean? And why is it changing with bomb load? Taking 3x 1000 lb bombs has the multiplier at 10.0, but having 4x has the multiplier at 8.9 for the Buccy S1. Still can’t kill an entire base either way.