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Re: War Thunder (Planes and Tanks)

Postby Rabidal » 31 Jan 2015 02:23

it´s because some planes have better guns (e.g. FW 190 A5/U2, can have 6x 20mm -> BR 6.0) and than the tree goes down to 5.3 etc. :D
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Re: War Thunder (Planes and Tanks)

Postby Pastaiolo » 31 Jan 2015 10:24

I saw there is an interesting event with planes and tonks in RB mode, but without any kind of player tag and map markers :D
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Re: War Thunder (Planes and Tanks)

Postby ArrNgee » 31 Jan 2015 11:05

Been playing lots of that event with no tags, great fun :)
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Re: War Thunder (Planes and Tanks)

Postby ThunderLeopard » 31 Jan 2015 12:45

I will be up for some air or tank battles next week
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Re: War Thunder (Planes and Tanks)

Postby burnzilla » 31 Jan 2015 20:48

are there any benefits from playing in events ? :tomatard:
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Re: War Thunder (Planes and Tanks)

Postby ShrubberyCollector » 01 Feb 2015 01:11

burnzilla wrote:are there any benefits from playing in events ? :tomatard:


Historic matchmaking, turning a lot of german events into a seal clubbing fest. There are plebty where you face inferior planes to the 109 G2 just to name an example. My personal favorite is the „fight of the swallows“ - Me262's attacking a b-17 (ai) formation and have to deal with mustangs which on the other side aim for a successful escort of the bombers.

Most events grant you at least 5% more SL, sometimes more. Not the world or really necessary but nice to have. Basicly it's fast matches and historically accurate battles.
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Re: War Thunder (Planes and Tanks)

Postby burnzilla » 02 Feb 2015 14:20

ShrubberyCollector wrote:Most events grant you at least 5% more SL, sometimes more. Not the world or really necessary but nice to have. Basicly it's fast matches and historically accurate battles.



Spoiler:
:brati:
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Re: War Thunder (Planes and Tanks)

Postby ThunderLeopard » 02 Feb 2015 14:42

Does anyone have a good guide on crew skills for planes arcade battles as i have so much crew xp to spend now

Also i have 3000 golden eagles left from a tank pack ages ago what is a good premium usa and uk plane to get?
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Re: War Thunder (Planes and Tanks)

Postby ArrNgee » 02 Feb 2015 14:52

For skills: Unless you're flying bombers, all xp should be spent on pilot. I find keen vision quite useless and vitality quite crucial. Other than that common sense applies imo
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Re: War Thunder (Planes and Tanks)

Postby _GLaDOS » 02 Feb 2015 15:18

for arcade battles you should max the reload skills
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Re: War Thunder (Planes and Tanks)

Postby Rabidal » 02 Feb 2015 15:24

you should also spend some exp on ground service for faster reloading and weapon maintenance, so you can shoot more befor your guns jammed
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Re: War Thunder (Planes and Tanks)

Postby ShrubberyCollector » 02 Feb 2015 17:19

Keen vision (and the other one): Increased spotting range / speed of spotting
G-Tolerance: You can pull higher G's before blackout
Stamina: Improves your elevator/rudder handling; decreases control stiffening
Vitality: Decreases the chance of a pilot kill

In AB focus on vitality and G-tolerance. Both spotting skills get +25 if you have an expert crew.
For the ground crew go for reload speed and weapon maintenance.


Also regarding your question in the chatbox:

For 12.7mm machine guns: Use Belts that have the highest amount of API (sometimes API-T). Some M2 brownings have full API-T belts (P-47 & P-51) while other planes use OMNI-purpose (Aircobras, Hellcat, etc).
For 15mm (Germans): Take the ones with API(C).
For 20mm: Try to get Belts with the highest amount of APHE, HEF, HEF-SAPI, HEF-T, Minengeschosse (German).

Most stealth belts in this game are 2nd choice behind others but are great for some suprise kills. Since it doesn't matter in AB pretty much all planes do fine with stealth belts.


About prem planes:
The Mustang Mk 1a (UK) is a great plane but extremly overtiered in AB (5.7). It still performs well thanks to it's armament, these quadro 20mm hispanos are extremly lethal. However it doesn't have a supercharger and is inferior in perfomance to the american P-51 mustang. The prem versions of the spitfire are pretty much the best prem planes that you can get but highly overprized (It used to be below 2k GE).

You can always make a testflight with prem planes, try them out before you buy one (as long as they aren't from a bundle)
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Re: War Thunder (Planes and Tanks)

Postby burnzilla » 04 Feb 2015 18:20

how i feel in RB

Spoiler:
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>:D
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Re: War Thunder (Planes and Tanks)

Postby Pastaiolo » 08 Feb 2015 21:37

This is the changelog for patch 1.47 currently being tested

New Features:
• Binoculars View has been added for ground vehicles
• Driver view has been added for ground vehicles
• Contrail effect on aircraft has been added
• Heat haze effect from firing tank cannon has been added
• Different terrain settings have been added for ground forces locations ( At the moment effects are not active on all ingame locations)
• Everyday login awards and awards for tournaments have been added
• New type of bomb delay fuze has been added: “Auto”. It works similar to fuzes historically used for attack aircraft, i.e. bomb will explode after it hits, but not faster than after a certain fixed time (10 seconds at the moment)
• “Auto” fuze delay is set for all ground attack aircraft in air battle events for ground forces arcade battles.
• Now sounds and graphical warnings are displayed for players if bombs that are on the ground will reach their vehicle with their blast radius.

New Ground vehicles:
• USA: M26E1, M42
• Germany: Pz.Kpfw VI Tiger Ausf E, Pz.Kpfw VIII Maus, Flakpanzer Gepard, Marder III H
• USSR: T-126 (SP), T-28E, T-54-1949

New aircraft:
• USA: A-20G3, B57B, B-29
• Germany: Bf.109G-14, Fw-200C-1
• USSR: IL-2 1941, La-5FN (updated visual model)
• Japan: J2M4 Kai

Changes in the flight models:
• A5M4 - flight model has been updated. Handling has become smoother. Aircraft is now more predictable at stall points.
• A6M2 mod 11 - flight model has been updated. An error that led to improved handling with damaged tail-unit has been fixed. Handling has become smoother. Aiming on all control modes has been improved.
• A6M2 - flight model has been updated. An error that led to improved handling with damaged tail-unit has been fixed. Handling has become smoother. Aiming on all control modes has been improved.
• A6M2N - flight model has been updated. An error that led to improved handling with damaged tail-unit has been fixed. Handling has become smoother. Aiming on all control modes has been improved.
• P-47D-25/28 - engine behavior has been changed. Now 100% rpm is “Military” mode. Dive dynamics have been improved.
• La-9 - flight model has been updated. Handling has become smoother. Aiming on all control modes has been improved. Open canopy decreases maximum speed by 40-50km/h (depending on the height).
• Ki-61-I-Hei - flight model has been specified. Flight characteristics according to the data sheet have been applied.
• Ki-61-I ko/otsu - flight model has been specified Flight characteristics according to the data sheet have been applied.
• Ki-84 (whole lineup) - An error that prevented the correct speed being achieved whilst in level flight across different propeller pitch settings has been fixed.
• F6F-3 - an error where it was likely that the aircraft would fall tail first with a damaged fin has been fixed.
• F4F-3 - an error where it was likely that the aircraft would fall tail first with a damaged fin has been fixed.
• F4F-4 - an error where it was likely that the aircraft would fall tail first with a damaged fin has been fixed.
• BTD-1 - control at low speed has been fixed (aircraft now will have smoother controls and will react better to command)
• LaGG-3-4 - stability during maneuvers has been improved. Stall will now be more predictable. Spin recovery now will be easier to achieve.
• LaGG-3-23 - stability during maneuvers has been improved. Stall will now be more predictable. Spin recovery now will be easier to achieve.
• LaGG-3-34 - stability during maneuvers has been improved. Stall will now be more predictable. Spin recovery now will be easier to achieve. More emphasis on wing slat functioning.
• LaGG-3-35 - stability during maneuvers has been improved. Stall will now be more predictable. Spin recovery now will be easier to achieve. More emphasis on wing slat functioning.
• LaGG-3-66 - stability during maneuvers has been improved. Stall will now be more predictable. Spin recovery now will be easier to achieve. More emphasis on wing slat functioning.
• I-301 - stability during maneuvers has been improved. Stall will now be more predictable. Spin recovery now will be easier to achieve.
• Tempest Mk.V / (Vickers P) - emergency power engine modes have been re-worked. Airframe characteristics have been specified now taking into account correction of the indicator speed on sharp angles of attack.
• Ju-87-B2/R2 - engine-propeller combination has been re-worked (an error with higher thrust of the propeller on low speeds has been fixed). Engine RPM will now be more stable. Stall now more highlighted with a characteristic “warning” for it.
• Ju-87-D3/D5 - engine-propeller combination has been re-worked (an error with higher thrust of the propeller on low speeds has been fixed). Engine RPM will now be more stable. Stall now more highlighted with a characteristic “warning” for it. Control efficiency now decreased at low speeds which previously led to more maneuverability than it should have.
• Ju-87-G1/G2 - changes similar to D3/D5 were made, but with recalculated effect from cannon gunpods (more precise moments of inertia, aerodynamics, centre of mass, etc)
• B-57A - inaccuracies with stabilisator sizes and centre of mass have been removed.
• Canberra B MK.2 - inaccuracies with stabilisator sizes and centre of mass have been removed
• Canberra B MK.6 - inaccuracies with stabilisator sizes and centre of mass have been removed
• Tempest Mk.2 - characteristics were corrected according to its data sheet
• Ho 229 V-3 - flight model has been updated. Aircraft recieved more powerful engines - Jumo-004D (static thrust is 1050kg at the sea level), data sheet has been updated, centre of mass has been recalculated.
• R2Y2 (all models) - destructive overload was increased up to 10G for full take off weight, centre of mass has been re-balanced

Ability to open canopy has added for the following aircraft:
• USA: F-80C, P-80A, F-84B, F9F-2, XP-55, BTD-1, F-82E, F7F-1, P-36A, P-36C Hawk, P-36G Hawk
• Germany: Ho.229 V3, Не.112 B-0, Не.112 B-1, Не.112 B-2, Me.410A-1, Me.410A-1/U4, Me.410B-1
• USSR: I-16 type 5, I-185 (M-71), I-185 (M-82), La-15, Yak-1, Yak-9, BB-1, La-9, La-174, MiG-9, MiG-9P, MiG-3-15, MiG-3-15 (BK), MiG-3-34, Su-2 M-82, Su-2 MV-5, Su-2 TSS-1
• Great Britain: Spitfire F Mk.22, Spitfire F Mk.24, Venom FB.4, Typhoon Mk.1a
• Japan: J2M3, J2M4 Kai, J7W1, Ki-45 (all models), Ki-102 otsu, B7A2, Ki-27 otsu, Ki-43-I, Kitsuka

Ability to switch on lights in cockpits added for the following aircraft:
• USA: P-47 (all models), P-26 (all models), P-36 (all models), P-40E (all models), P-400, P-39 (all models). P-38G, XP-38G, P-63A-5 (including USSR), P-63A-10 (including USSR), P-63C-5 (including USSR), P-51D-5/20NA/30, F-82E, P-80A-5, F-84B-26, F-86 (all models), F2A-1/3, F4F-3/4, F6F-3, F4U-1a, F4U-1a USMC, F4U-1d, F4U-1c, F8F-1, F8F-1B, F7F-1, F2H-2, F9F-2, F9F-5, SBD-3, TBF-1C, XP-55, XP-50, BTD-1
• Germany: Не-112 B-0, Не-112 B-1, Не-112 B-2, He-51 (all models), BF-109 (all lineup), CR-42, M.C.200 (all models), M.C.202, FW-190 (all models), Me-410 (all models), Ju-87 (all models)
• USSR: I-16 type 5, I-16 type 10, I-16 type 18, I-16 type 24, I-16 type 27, I-16 type 28, MiG-3-15, MiG-3-15 (BK), MiG-3-34, LaGG-3-8, LaGG-3-11, LaGG-3-23, LaGG-3-34, LaGG-3-35, LaGG-3-66, I-301, La-5, La-5F, La-5FN, La-7, La-7-B20, La-9, La-15, La-174, Yak-1, Yak-7b, Yak-1b, Yak-9
Yak-9K, Yak-9T, Yak-3/P, Yak-9U, Yak-9UT, Yak-9P, Yak-15/P, Yak-17, MiG-9/P, MiG-15/Bis, Pe-2-1, Pe-2-31, Pe-2-83, Pe-2-110, Pe-2-205, Pe-2-359, Pe-3-Р, Pe-3. Pe-3-Bis, I-15 WR, I-15 M-22, I-15 К, I-15 Bis, I-153 M-62/ "Zhukovskiy", I-153-П, I-185-М82, I-185-М71, Su-2 (all models)
• Great Britain: Fury Mk.1/2, Nimrod Mk.1/2, Hurricane Mk.1/2, Typhoon Mk.1a, Typhoon Mk.1b, Typhoon Mk.1b/l, Tempest Mr.1/Vickers/2, Gladiator (all lineup), Spitfire (all lineup), Meteor (all models), Мosquito Мk.VI, Мosquito Мk.XVI, Vampire FB.5, Venom FB.4, Canberra B Mk.II, Canberra B (I) Mk.V, Wirraway, Boomerang Mk.I/II, D.520, D.521, Avenger Mk.I, Hellcat Mk.I, Mustang Mk.IA
• Japan: J2M3, J2M4, Kitsuka, A6M2-N, A6M2 mod 11, A6M2, A6M3, A6M3 mod 22, A6M3 mod 22ko, A6M5, A6M5 Ko, A6M5 Otsu, A5M4, N1K2-J/Ja, J7W1, Ki-27 otsu, Ki-43 (all models), Ki-61 (all models), Ki-84 (all models), R2Y2 (all models), F1M2 (all models), D3A1, B5N2, B7A2, A7He1

Changes in Ammunition:
• F8F-1 - ammo load has been fixed. Amount of shells increased to 1250.
• P-51D-5 - variety of useful rocket/bomb load has been updated. 100, 250, 500 pound bombs have been added.
• F-82E - machine gun pod has been added
• Typhoon Mk1b, Typhoon Mk1b/Late additional bomb load with 2x1000 pound bombs.
• Tempest Mk.V and Tempest Mk.II may now install 8xRP-3 rockets.
• Ju-88A-4 - bomb load has been fixed. Preset with 50kg bombs has increased to 28 bombs. A 1000kg bomb has been added.
• Do.217E,M,K - preset with 50kg bombs has been fixed - it should be 28 bombs in this variant of bomb load.
• I-16 - ammunition for ShKAS have been fixed to 900 shells per gun.
• Ju-87-D-5 - new gunpods have been added.
• IS-3 and IS-4M have gained a new AP shell - BR-471D
• T-54 series have received a new APCR shell - BR-412P

Changes in Damage Model:
• Jet engine fire damage has been fixed. Possibility to be set on fire now tuned according to kerosene fuel consumption.
• Fixed error with tail being ripped off from insignificant damage.
• Damage model for IL-2, IL-2M, IL-10, IL-10 (1946) have been recalculated - construction strength has been increased.
• Damage model for Hs.129B-2, Hs.129B-3 has been recalculated - construction strength has been increased.
• Damage model for Canberra B Mk.6, Canberra BI Mk.6, B-57A, B-57B has been recalculated - construction strength has been increased.
• Damage model for IL-28 has been recalculated - construction strength has been increased.
• F4U - damage model has been fixed - added missing fuel containers.

Changes in locations:
• Kuban: western part of map has been reworked. the general topography of the landscape has been smoothed, removed the hill in the northwest part of the map - replaced with a ravine, with ability to drive through it, added a stone shelter on hill overlooking the lake
• Mozdok: the terrain of western and central capture points used in Arcade mode, as well as the southern capture point, which is used in Realistic battles has been altered.
• Karelia: mountain near the northern airfield has been modified, fork in the road from the eastern area of spawn, and a convenient pathway to the central elevation from the north-western spawn point has been added.
• Eastern Europe: many areas in the city have been redesigned, many unique areas and squares were added, improved performance on the map, many visual bugs have been fixed.
• White Rock Fortress: North riverside height was increased, added bridge over the river, improved defence on spawn points with landscape, removed rocks from places where they were only an annoyance and would block the pathways.

Ground vehicle missions:
• Removed probability of spawning inside rocks or houses.
• Possibility to select spawn points on the minimap has been added for missions where you are able to select them.
• Poland, Mozdok, Carpathians maps - changes made to size and position of capture points to improve general balance on these maps.

Air vehicle missions
• Possibility of firing has been disabled in missions for aerobatic team training.

Sounds:
• New sounds for MG 15 machine gun have been added
• New sounds for MG-FF cannon have been added
• Weapon fire sound position will change with head turn in cockpit if the weapon is installed ahead of the pilot
• Engine sounds for tanks which are other than the player tank are now replaced with diesel engines sounds.
• New sounds for tracks and suspension of heavy tanks (“squeak” noise has been reduced)
• Wind sound improved for aircraft with open cockpit
• Some sound events have been optimized.
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Re: War Thunder (Planes and Tanks)

Postby BoogieM » 09 Feb 2015 09:38

" bomb will explode after it hits, but not faster than after a certain fixed time (10 seconds at the moment)"

yey! maybe this will stop those numbnuts from suicide bombing in WTGF. They now release the bombs just before hitting you and the ground.
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Re: War Thunder (Planes and Tanks)

Postby AaMelon » 09 Feb 2015 18:15

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Re: War Thunder (Planes and Tanks)

Postby ThunderLeopard » 09 Feb 2015 18:33

Those physics look soo good.

Anyone know if they are going to make tank simulator battles like that event where you didn't get minimap spotting as it was so much better.
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Re: War Thunder (Planes and Tanks)

Postby _GLaDOS » 09 Feb 2015 23:16

i love this accent and this sarcasm :D
phpBB [video]
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Re: War Thunder (Planes and Tanks)

Postby wetlioN » 10 Feb 2015 00:02

just started to play some ground forced again. playing the russians atm. currently researching t34 and kv1. any nooby advice? :sealmato:
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Re: War Thunder (Planes and Tanks)

Postby ArrNgee » 10 Feb 2015 09:13

veitileiN wrote:just started to play some ground forced again. playing the russians atm. currently researching t34 and kv1. any nooby advice? :sealmato:


Best tip: KV1 sucks, T34's are OP
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