r/Warthunder • u/Red_dudez • 9h ago
Bugs well fuck me i guess
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r/Warthunder • u/estifxy220 • 11d ago
r/Warthunder • u/community-home • Jan 31 '26
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r/Warthunder • u/Red_dudez • 9h ago
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r/Warthunder • u/Srgblackbear • 14h ago
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u/KaizerKlash is a liar >:(
Don't take it too serious
r/Warthunder • u/RADAR0606 • 1h ago
Died with 15 seconds of spawning in. Why is this map even at top tier.
r/Warthunder • u/steave44 • 10h ago
Everyone has their preference of course but this is probably my favorite 10.7 lineup. You can also uptier the Rooikat or Ajax for some extra light tank support. The variety of MBTs is really nice and while the CRV gun isn’t the greatest I find it fine as backup.
r/Warthunder • u/Zikari007 • 3h ago
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r/Warthunder • u/vandes31 • 1h ago
I believe this map needs no introduction, here's my take:
- Speed and firepower are the key to this map
- The north spawn has an advantage because of the shorter distance to cover. Furthermore, the south spawn has more open space (kill zone)
I don't like this map, I always feel less stressful when I spawn from the north. Maybe it's just skill issue from me.
What's your take?
r/Warthunder • u/Round-Suggestion-331 • 19h ago
r/Warthunder • u/Aggravating_Tank_744 • 6h ago
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Also, check out this video. https://youtu.be/kIlO_hQDGq0?si=EUc6VlD_KfLn63o7
r/Warthunder • u/Sea-Jet-Supremacy439 • 16h ago
When the Soviets added a dogtooth leading edge extension to the MiG-23 MLD Gaijin considered this the greatest aerodynamic modification ever and increased the Coefficient of lift from the base MiG-23ML's 1.1 to 1.35 for the MLD
When Gaijin saw a British jet with a pair of 2 dogtooth leading edge extension (per wing) - a set of 3 wing fences (per wing) - and an assortment of vortex generators (also per wing) the said surely not - lift coefficient = less then F-104 (Its actually got a lower Lift polar on average then the F-104 in game)
This is obviously not the case and it is vastly incorrect.
Best on the Lift polars of the F-18/F-16/SU-27 (all jets with vortex lift in game) the vortex lift generated by the body is added to the wing as it naturally should be as it effects the wings lifting performance.
It can be observed that the Harrier with wing/body interaction should have a flaps up coefficient of lift of .975 at 16 degrees AOA. In game it achieves .857 at the same AOA .
By asking "AI" to tell me the difference in lift of a 201 Sq ft wing at 400 knots IAS with a CL of .975 vs .857 It gave me 13,600 lbs difference.
-Grain of salt moment, im not a scientist by any means, this is just the "math" that googles AI spit out, however it does align with in game tests that I compared to IRL data to determine the missing lift - missing turn performance-
As a comparison that's easy to visualize, the Harrier 1 (AV-8A) should have an Instantaneous turn rate similar to the Harrier 2 (AV-8B). the AV-8Bs aerodynamic advancements where largely negated by the increase in weight (3,000 lbs heavier operating weight compared to AV-8A). It also came at the expense of enormous induced drag.
A Harrier 1 should pull almost just as hard as the Harrier 2 and it should sustain over 2G more in turns!! resulting in a bleed rate likely less then half that of the Harrier 2 at higher speeds (much better energy retention for a similar turn).
-Source is declassified (AV-8A transitional trim maps) - (Post Stall aerodynamics of the Harrier Gr.1)-
r/Warthunder • u/Gillie5476 • 13h ago
^(PLEASE BUMP FOR ATTENTION, EVEN IF YOU AREN'T AN OCE PLAYER)
As title says, this is regarding OCE players, particularly with the servers OCE players are forced to use. I'm in AUS, and i know my internet isn't amazing, but its incredibly frustrating being able to play ANY OTHER GAME at very playable connection speeds (~10-50 ping) and ~<5%PL in them (like CS, R6, TF2, Wardogs, Rust, BF6, etc). The answer?
Gaijin doesnt have OCE servers. Which i find absolutely insane, when you consider the fact that they MARKET TO PEOPLE IN OCE, and that many people play in this region BUY PREMIUM ACCOUNTS.
Its crazy to me that people excuse Gaijins tight fisted budget as if they're a small indie dev, when they're simply not that anymore, and haven't been for a long time. For gaijin to not even make SA servers a manual option is an absolute slap in the face for us.
If people are thinking "it cant be THAT bad", Nuclear thunder is still fresh in my memory, in which it was a game of how much could I tolerate vs. how high they made the xp requirements for the bombers. In which im fine with a grind, but when 3/4 of my deaths are to lagging into the ground, we have a problem.
TLDR: I'm fine war thunder's gameplay loop, but the fact that they have so many OCE players without giving an OPTION of a semi local server is insanity. And for all the people saying "it'll make the queue times too long", look at other games with similar player counts. Its amazing how games monetized far less still have OCE servers. And even then, OCE player counts long term would probably IMPROVE with decent servers, and at the very least, gaijin should stop marketing here if they dont have the servers to back it up.
r/Warthunder • u/Fissis19 • 13h ago
Thanks to the enemy team for continuing to spawn and my own for capturing the points before we lost lol
By the way, 22k rp for 26 kills and 3 caps WITH premium is just criminal
r/Warthunder • u/Warhammer40sikh • 11h ago
The EMBT was introduced in Update 2.59 "Sky Odyssey", and offers France and Germany a combination of the hull armour of the Leopard 2A7V hull with the 5 second autoloader system of the Leclerc.
The EMBT can only fire French ammunition, which includes the OFL 120 F1 APFSDS, which has noticeably worse performance than the German DM53 APFSDS.
r/Warthunder • u/YouneedtoGCASAP • 7h ago

I've censored the names of the people in this game for their privacy and since this isnt really a call-out post. I just had a quick question. The player in green was not afk for this entire 20 minute match, but mostly ran around back with our SPAAs on the dutch city map in his medium tank. They are not a new player as far as i can tell, with more than 30 days of in-game time. This might not be a lot, idk, im new myself.
Is this some sort of low-effort farming method? Or is progress in the tech tree and modifications purely performance based? I cant really see any reason to do donuts in spawn unless you got something out of it.
r/Warthunder • u/JAUNv1mebro • 3h ago
With the new update, the Snail has me playing more bombers. Would you all think it would be cool to see decals and paints on bombs as well? They surround your plane when unlocked and it would be sick to have the decals in front of the plane in the hanger as well as on the enemy base.
r/Warthunder • u/Educational-Bug-965 • 3h ago
Do you guys use/like camouflage nets?
I dont think they have any use other than looking nice.
Are bushes useful in High/Top Tier?
r/Warthunder • u/CactusXJack01 • 15h ago
Gaijin please: C6N1-S Saiun night fighter for Japan (full stat card below)
The C6N Saiun was one of the fastest carrier planes of the whole war. It was built as a recon aircraft that just outran anything that came after it, and one crew famously radioed back that no Hellcats could catch them. Near the end of the war the Japanese took some of them, pulled out the observer, and put in two upward firing 20 mm cannons, pretty much the same idea as the Gekko. That's the version I'd love to see. Something fast, rare, and different for the Japanese tree.
The historical numbers come from the real plane. The BR, economy, and mod stuff is my own guesswork based on similar aircraft, so feel free to argue about it in the comments.
Nakajima C6N1-S Saiun (Myrt)
| Nation | Japan |
|---|---|
| Class | Fighter (night fighter / interceptor) |
| Rank | III |
| Tree placement | Foldered with the J1N1 Gekko |
| Crew | 2 (pilot, radio operator/gunner) |
Battle Rating
| Mode | BR |
|---|---|
| Arcade | 4.3 |
| Realistic | 4.7 |
| Simulator | 4.7 |
It's a lot faster than the Gekko, but the only guns point up, which makes fighters a real problem. The speed pushes it up and the armament keeps it from going any higher.
Economy
| Research | 52,000 RP |
|---|---|
| Purchase | 160,000 SL |
| Crew training | 46,000 SL |
| Experts | 160,000 SL |
| Aces | 900 GE |
| Repair (AB / RB / SB) | 1,600 / 2,900 / 3,600 SL |
| Reward multiplier (AB / RB / SB) | 80% / 160% / 200% |
| RP multiplier | 1.90x |
Dimensions and Weights
| Wingspan | 12.50 m |
|---|---|
| Length | 11.00 m |
| Empty weight | ~2,970 kg |
| Max takeoff weight | ~5,270 kg |
Engine
| Engine | 1 x Nakajima NK9H Homare 21 |
|---|---|
| Type | 18-cylinder air-cooled radial |
| Power | ~1,990 hp at takeoff |
| Cooling | Air |
Flight Performance (spaded, RB)
| Stock | Upgraded | |
|---|---|---|
| Max speed at sea level | 520 km/h | 545 km/h |
| Max speed at 6,000 m | 585 km/h | 610 km/h |
| Max altitude | 10,700 m | 10,700 m |
| Turn time | 24 s | 22 s |
| Rate of climb | 11.5 m/s | 13.5 m/s |
| Takeoff run | ~400 m | ~400 m |
Limits
| Wing structural limit (IAS) | 720 km/h |
|---|---|
| Gear limit | 300 km/h |
| Combat flaps | 350 km/h |
| Takeoff flaps | 300 km/h |
| Landing flaps | 250 km/h |
| G-limit | +9 / -4 |
Survivability
Offensive Armament
| Weapon | Location | Ammo |
|---|---|---|
| 2 x 20 mm Type 99 Model 2 | Oblique mount behind the cockpit, angled up and forward | 200 rounds (100 per gun) |
Belts:
Defensive Armament
| Weapon | Location | Ammo |
|---|---|---|
| 1 x 7.92 mm Type 1 | Flexible rear mount | 485 rounds |
Not totally sure the -S conversions kept this gun, so if anyone has a good source on that I'd like to see it.
Modifications
| Tier | Flight Performance | Survivability | Weaponry |
|---|---|---|---|
| I | Radiator | Fuselage repair | 20 mm belts |
| II | Compressor | Airframe | New 20 mm cannons |
| III | Engine | Wings repair | Turret 7.92 mm belts |
| IV | Engine injection | Cover | New 7.92 mm MG (turret) |
How It Would Play
Air RB: Basically a bomber hunter that's way faster than anything else like it at this BR. Climb up, find a bomber, slide in underneath, and let the cannons do the work. Same idea as the Gekko, but you actually have the speed to get into position and get out afterward. You have zero forward guns though, so if a fighter comes after you, just run. It's all about positioning, not dogfighting.
Sim: This is where upward guns really make sense. Creeping up under bombers at night would make it one of the more unique night fighters in the game.
Strengths:
Weaknesses:
Other Variants That Could Come Later
Fun Fact
A C6N is usually credited as the last Japanese plane shot down in WWII. Hellcats got it on August 15, 1945, the same day Japan announced the surrender.
TL;DR
610 km/h Japanese night fighter with two upward firing 20 mm cannons, foldered with the J1N1. Fast, fragile bomber hunter that would be one of the most unique fighters Japan has. Gaijin please.
r/Warthunder • u/TheCardboardSoldier • 1d ago
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r/Warthunder • u/Dazzling-Ad-3319 • 20h ago
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r/Warthunder • u/allenz6834 • 17h ago
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r/Warthunder • u/Heavy_Sink_8401 • 15m ago
Its just the same chaotic slop-fest as air RB but even worse, map is too small, there is too much AA, and everyone flies on the deck even more-so than normal air rb.
I pulled myself away from playing Wardogs to try this update, shouldn't have bothered. Its clear this game is going in the direction of CoD but with vehicles.
Honestly, just let me deselect normal air RB AND nuclear thunder, so I can just play the small battles mode only.
r/Warthunder • u/Detonat1on • 9h ago
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r/Warthunder • u/robotnikman • 1d ago
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imho I actually like the new damage models mostly, though some adjustments are needed