War Thunder 1v1

  1. War Thunder 1v1 Free
  2. War Thunder 1v1
ThunderWar Thunder 1v1War

War Thunder 1v1 Free

War Thunder 1v1War thunder 1v1
ZdrytchX's Blog‎ > ‎

Comparison of SuperSonic Aircraft in War Thunder

posted 26 Oct 2020, 04:01 by ZdrytchX de Frisquilous [ updated 26 Oct 2020, 04:11]
A little something I felt like doing. This page is WIP and is thus incomplete.
As of patch 101, every nation has at least one supersonic and one transonic jet so I thought I'd make a top 10 list and describe my experiences fighting in, and, or against these 'Supers.'
This blog post will include such descriptions and personal opinion rating on their ability to perform in the current sim meta. Battleratings are accurate as of Oct 2020. Suggestive battleratings are essentially how good I rate the aircraft with a BR as a reference standard to the current sim meta.
Defining a 'Super'
How I usually define a 'Super' is dependant on its flight characteristics and not necessarily on its supersonic flight capability.
  • For example, even though an F-86K 'SabreDog' is slower than an F-86F without an afterburner and also is practically incapable of exceeding Mach 0.98 dive due to its massive transonic drag, it has the 'feel' of a 'Super' aircraft in the form that its stalling angle of attack lies around 16 degrees while the F-86F has what I like to call a 'WW2' flight model because it stalls at a more typical angle attack of around 12.5 degrees (~14 deg for the A-5 and the F-40 variants) which is found in aircraft like the Spitfire or the Bf109.
  • A 'Super' doesn't necessarily need to have an afterburning jet engine, for example I consider the Entendard french naval strike fighter to be a 'super' as well because it also stalls around 18 degrees angle of attack and is able to fly transonic without issue in a dive.
  • Dogfight tactics employed to counter or fight in a 'Super' drastically differs from the typical WW2 era flight model aircraft due to the higher angles of attack and drastically increased induced drag coefficients when generating maximum potential lift in these aircraft.
    • A good example of a plane that is the complete opposite of a 'Super' is the Me 262, which on clean flaps only increases its drag from parasite drag by about three times, whereas a MiG-21, while in a clean configuration can glide pretty well at 3.6 degree glideslopes with a dead engine, but is willing to bleed at full alpha within G tolerances from mach 1 to touch-down speeds in only just 8 seconds.
    • As a result of the higher drag coefficients with turning, even in a 1v1 situation it is not always optimal to do maximum lift potential turns. Maximum lift potential turns in some aircraft like the Mirage III will actually bleed speed so quickly that the pilot can experience the full 16 Gs at the merge and potentially breaking the wing1, and not G-LOC (assuming 5-star non-expert crew) while maintaining maximum turning potential, because the G loading bleeds below the 6 G sustain limit in about 1 second.
  • All aircraft rated on this page are aircraft which I deem to be in the category of a 'Super.'
The Supersonic Giants
MiG-21 SMT (МиГ-21 СМТ) - Interceptor
BR: 10.7
Performance
Stall Speed (Loaded-Empty): 135-118 knots
Dead-stick Glide Speed (Empty)(Approximate): 280 knots
Minimum Runway Landing Distance4 150m
G-loading (Loaded, Empty): Standard fighter limits (12-14.5)
Flaps (Fully Extended): 250 knots (480 kph)
Redline 726 knots (1345 kph)
Ordinance
GSh-23L (x1, Twin barrelled autocannon)
  • FI-T isn't much better than API for air target engagement
  • Approximately 8 hits in a concentrated area is required to down an aircraft
  • API has sufficient penetration to destroy these hard targets:3
    • Light Pillbox (Crown and Vents only)
    • AI Tanks:
      • Pz IV (Early) (Side of Engine Deck / Turret Base)
      • M4 Sherman (Side of hull)
      • M3 Stuart (Normal Angle Aspects)2
      • T-34 (Side of hull at the track base)
  • Gun shares same crappy velocity and speed bleed with earlier 23mm cannons available on the late WW2/Korean war aircraft
  • Leading required is approximately equal to double the Gyro compensation at 250m at mach 1
  • CCIP Available, ground strikes not advised due to aircraft sinking
R-60 (x2, x4) (IR)
  • Max Effective rear aspect range at Mach 1 on a straight (Mach 1, 0.7) target @ 100m Altitude: ~2.6km, ~3.6km
  • Max IR seeker rear aspect lock range (Dry, Wet): ~3.3km, ~3.6km
  • Rocket Burn Time 3.5s
  • Seeker Warmup 3s
  • Seeker Ready 12s
  • Guidance Startup Delay ~0.05s
  • Control Surface Smoothing ~1s to reverse deflection
  • Max Effective rear aspect range at Mach 1 on a straight (Mach 1, 0.7) target @ 100m Altitude: ~1.8km, ~3.1km
  • R-3S IR Max Seeker Rear Aspect Lock Range (Non-Afterburner, Afterburner): ~3.3km, ~3.6km
  • R-3R SARH Max Seeker Range (Reliable, Unreliable): ~3.5km, ~6km
  • Rocket Burn Time 2.2s
  • IR Seeker FOV ~3.8 degrees
  • IR Seeker Tracking Rate 11 deg/s
  • Seeker Warmup 2s
  • Seeker Ready 8s
  • Guidance Startup Delay ~0.5s
  • Control Surface Smoothing ~0.5s to reverse deflection
Rockets
S-24 (HE, Unguided Anti-Infantry/Light Targets/Armoured Targets) (x2, x4)
  • 72m Explosion Radius
    • 0.07 second useful damage tolerance in a head-on at Mach 1
  • Draggier and heavier than guided AAM munitions
  • Up to 10m Spread at 300m
  • CCIP supported
  • 80mm HE Penetration
  • Distance Fusing Available
  • 150mm HEAT penetration
  • Up to 25m spread at 1km
  • Launches from UB-16 x4, x2 or UB-16 x2 and UB-32 x2 rocket pods
  • CCIP supported
Bombs:
  • ~9kg explosive filler
  • ~220 kg explosive filler
Other Tests
Minimum Split-S Altitude: 850m
4-bit RWR angular limit (Vertical): ~30 degrees (45 degrees in DCS)
RADAR supports tracking up to 15km and scan-search up to 30km.
Engine suffers no altitude-dependant performance loss until 6km altitude, however suffers low speed thrust loss.

Balancing
Suggestive BR: 10.7
Climb Rate (Loaded-Empty): 125-160 m/s
Dead-stick Glide Speed (Full-Empty)(Approximate): 320-265 knots
Minimum Runway Landing Distance: 400m
G-loading (Loaded, Empty): Standard fighter limits (13-15.5)
Drogue Chute: 148 knots (275 kph)

Gun
  • AP shell has a marginally higher velocity than HEI and HEI-T shells and so default belts may feel easier to use
  • AP round will oneshot wing spars in light jets
  • HEI round will make wing surfaces red or black in light jets
  • Approximately 3 hits in a concentrated area to down a jet
  • AP shell has sufficient penetration to destroy the following AI hard targets:
  • Light Pillbox
  • AI Tanks:
    • Pz IV (Normal Angle Aspects)
    • M4 Sherman (Normal Angle Aspects)
    • M3 Stuart (All Aspect)
    • T-34 (Normal Angle Aspects)
    • Chi-Ha (Normal Angle Aspects)
    • Tiger I
    • JagdPanther
    • Panther
    • Tiger II
  • Unadvisable Targets but possible to kill:
    • T-62 (Shoot the area under the turret at approximately the height of the main track wheels)
Air to Air Missiles
  • Max Effective rear aspect range at Mach 1 on a straight (Mach 1, 0.7) target @ 100m Altitude: ~3km, ~3.8km
  • Max IR seeker rear aspect lock range (Dry, Wet): ~3.4km, ~4km
  • Rocket Burn Time 4s
  • Seeker Warmup 4s (CHECKME)
  • Seeker Ready 12s (CHECKME)
  • Guidance Startup Delay ~0.2s
  • Control Surface Smoothing ~1s to reverse deflection
  • Points downwards ~2 degrees from the gun crosshair
Matra 530 series (x1)
  • Max Effective Rear Aspect Range at Mach 1 on a straight (Mach 1, 0.7) target @ 100m Altitude: ~3.3km, ~4.5km
  • Max Effective Head-On Range at Mach 1 at (100m, 5000m): 4km, 9km
  • Max IR (530E) seeker rear aspect lock range (Dry, Wet): ~3.4km, ~4km
  • Max SARH (530) seeker lock range (Reliable, Unreliable): 11km, 14.5km
  • Rocket Burn Time 6s
  • IR (530E) Seeker Warmup 4s (CHECKME)
  • IR (530E) Seeker Ready 12s (CHECKME)
  • SARH (530) Seeker Warmup 1s
  • SARH (530) Seeker Ready 20s
  • Guidance Startup Delay ~0.5s
  • Control Surface Smoothing ~1.5s to reverse deflection
  • Points downwards ~2 degrees from the gun crosshair
AIM-9B (x2, x4)
  • Max Effective rear aspect range at Mach 1 on a straight (Mach 1, 0.7) target @ 100m Altitude: ~1.8km, ~3.1km
  • IR Max Seeker Rear Aspect Lock Range (Non-Afterburner, Afterburner): ~3.3km, ~3.6km
  • Rocket Burn Time 2.2s
  • IR Seeker FOV ~4 degrees
  • IR Seeker Tracking Rate 11 deg/s
  • Seeker Warmup 2s
  • Seeker Ready 8s
  • Guidance Startup Delay ~0.5s
  • Control Surface Smoothing ~0.5s to reverse deflection
  • Points downwards ~4 degrees from the gun crosshair
SNEB
AS-30 (x1)
  • Untested
  • Supposidly equivalent to the C model Bullpup, which I have not tested yet either.
Bombs:
400kg (x2)
Other Tests
Minimum Split-S Altitude: 650m
Has IFF but no boresight RADAR function and thus must find a target and then it can lock the target.
RADAR supports scanning up to 20km unless target is a friendly or an objective within 36km netcode limit. May be a bug.
RADAR is unlikely to spot anything beyond about 18km.
RADAR is surprisingly reliable at very low altitude under 100m while the nose is pointed a little upwards. Once a stable lock has been achieved, maintaining a lock on a target below the horizon is more reliable than that on the phantom or the MiG-21.
Has abysmal sustained rate of climb despite the aircraft's high thrust and lift performance.
Engine suffers minimal performance loss under mach 0.85.

1. G limits, Aerodynamic speed limits and other speed limits are probability zones with an increased probability of breaking your wings the higher the G loading.
2. Normal Angle Aspects: Basically any angle you can find a flat surface and strike it at a perpendicular angle. Striking curved or sloped engine decks or turret or frontal areas is not advised but generally doable.
3. Top-down shots are excluded since most AI hard targets only have about 10mm RHA equivalent on the roof.
4. Minimum Runway XYZ refers to the smallest flat surface area required to take-off or land, assuming there is a plateau of that distance available with the surrounding area clear of obstacles.

War Thunder 1v1

This is a subreddit for War Thunder, a cross platform vehicular combat MMO developed by Gaijin Entertainment for Microsoft Windows, macOS, Linux, PlayStation 4, and Xbox One. The game is based around combined arms battles on air, land, and sea with vehicles from the Spanish Civil War to today. The FV4004 Conway is a rank V British tank destroyer with a battle rating of 7.0 (AB/RB/SB). It was introduced in Update 1.57 'Battle March'.It is armed with a cannon developed to take on the heavy Soviet IS-3 tank. War thunder 1v1 Practice: War Thunder: Groups → SE: 6: 04-20-21: denthor42: ThunderGear Cup summer 2021: War Thunder: SE: 1: 04-15-21: Nico1308: WarThunder but we.

I typed the wrong username (email address) when pushing and what worked for me was: Open KeyChain Access search for SourcTree delete the 'login' item. Then go to Sourcetree Preferences Advanced and delete the default usernames that includes the wrong email address. This means SorceTree uses these credentials (the username and Basic Auth password or OAuth token) when no username is specified in a Mercurial or Git URL. Saved passwords section Saved Passwords is a list of other credentials stored in the Windows Credentials Manager which are available for Git and Mercurial interactions via the standard GCM. From Sourcetree, click the Branch button. Depending on whether you have a Git or Mercurial repository, you see a different popup for creating a new branch. From the New Branch or Create a new branch field, enter wish-list for the name of your branch. Click Create Branch or OK. From Sourcetree, click the Show in Finder button. The directory on. Sourcetree username greyed out Usage and admin help. Answers, support, and inspiration. Suggestions and bugs. Feature suggestions and bug reports.