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Suggested details and improvements to War Thunder


a HUGE quality of life improve for tanks would be rear and side facing cameras depending from where is located the crew

i explain better

if a tank has a 360° commander hatch and the commander still alive it shows 3 camera veiws in the corner of the screen of the side visual and back visual

this would help situational awareness, lessen the "CoD vibe" and make the commander useful

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25 minutes ago, AlphaHurricane said:

a HUGE quality of life improve for tanks would be rear and side facing cameras depending from where is located the crew

i explain better

if a tank has a 360° commander hatch and the commander still alive it shows 3 camera veiws in the corner of the screen of the side visual and back visual

this would help situational awareness, lessen the "CoD vibe" and make the commander useful

yeah but I think it would be better for sim only

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the 2 biggest things for me are:

-having animated MG guns, commander MGs that have ammo shooting out but the ammo belt not moving at all just makes the whole tank feel super unpolished, if it was any other game they would be laughed at over this.

-having ambient life, such as in ground battles, why not have birds in the distance that make the dense forest youre fighting in feel more alive? Then just make it that when you get to a certain distance to them they are de-rendered so theres no collision into them and they are purely aesthetic.

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Currently waiting 9 months on a gameplay bug fix for the Leclerc and more recently they broke the Jaguar's guided missiles.

 

I'd rather see game play bugs fixed before anything else gets added

 

Some of the wait times are ludicrous (2 years to add CCIP to a plane for example)

 

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For ground:

- If roof machine gun cannot be operated remotely from inside, then commander/loader must be unbuttoned when operating and thus 'pass out' easily

- Binoculars: Again crew member has to be partially outside when using increasing damage risk.

- If ATGM has to be shot by unbuttoned crew member, again increased damage risk

 

Helicopters:

- ATGM camera: If helicopter does not have stabilized optics, then it should not be stabilized (for example, Mi-24)

- If helicopter does not have optics but camera instead, it should be colored only if real one is. For example, KA-50 should have only BW view.

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12 hours ago, Usagi__ said:

- If roof machine gun cannot be operated remotely from inside, then commander/loader must be unbuttoned when operating and thus 'pass out' easily

- Binoculars: Again crew member has to be partially outside when using increasing damage risk.

 

This would pair very nicely with implementing commander view for all the Rank I-IV vehicles that are missing it, giving a view that's usable while still buttoned up..

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One for ground forces, smoke should be hazardous to open top vehicles. I'm not sure of the specifics from before the cold war, but a lot of smoke from modern vehicles is generated by white phosphorous. That is something you don't want to get anywhere near with an open top. It could be similar to how drowning works where the crew slowly takes damage whilst inside the cloud. It would be a good reason to actually take smoke as an area denial tool rather than just something to troll teammates or a panic button.

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Well first and foremost:-

 

Ground

animated crew on tanks, ie driver in out position when driving causally, looking and the direction when turning, arms / hands moving levers etc, when in combat the driver buttons up etc

 

same with tank commander, in out position looking for potential targets using binos, speaking to comms radio and tanking into the commanders cupola giving directions etc

again buttoning up once contact is made

 

Similar aspect to all other crew, especially when in open topped vehicles where crew members are visible, more animation on these with the loader specifically, all crew in there corresponding nations combat apparel too.

 

would be a nice option to carry AI troops into battle on back of tanks if applicable and people carriers / APC etc etc You could have different types of AI like anti tank teams which can capture a building and use it as a defensive point / choke point, furthermore you could setup a supply point for other players that need ammo, repair and refuel.

 

The option to place sandbags, branches, extra tracks at certain points on vehicles, for example click on a Sherman jumbo then customisation, brings up the vehicle then select additional attachments, this then gives you certain locations on the vehicle, with a list of what can go there, each area can provide certain addons to make the vehicle look different to others, maybe have the option to purchase special ace skins for each vehicle giving it a totally different look

 

more realistic terrain deformation - think mud runners for context

 

More to come…….


 

 

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Air

 

More options on weapon layouts - asymmetrical load outs being problematic for the pilot

 

Fuel slider - option to adjust the amount of fuel being carried

 

option to drop / jettison ordinance (as requested previously by others)

 

quality of life improvements

 

more pilot customisation, gear the the pilots wearing, helmet skins, animation action on what you select in the radial menu.

 

ability to put a name on the side of your planes for the pilot/pilots

 

Would like the medal screen to have different uniforms for each branch and nation, showcasing the medals won


 

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On 26/05/2022 at 04:04, _PanzerNinja_ said:
  • Modern parachutes and eject animations
  • Refreshed afterburners
  • Rotating front wheel on some aircrafts
  • Remodeled RWR (missile launch warning etc.)
  • RWR sound depending on aircraft
  • Fuel "slider"
  • Drop tanks
  • Some form of M TOW and TWR computation based on the current set up of the aircraft
  • Air intakes animations for all jets that have it (we already have them but not functioning as we can see here)
  • Folding wings for carrier based aircrafts

  • Functional blast deflectors on carriers
  • More pilot 3D models considering the times
  • Optional lights on aircraft (formation lights, landing / take off lights etc.)

  • Ability to drop certain weapons, such as guided bombs and AGMs without having to first lock them on something

  • Jettisoning for aircrafts
  • Sonic boom noise for passing jets

  • Vapor effects when doing high-g turns

  • Working optical landing system (OLS) on carriers

  • Cockpit sound and visual warnings

  • Multi stage afterburner implementation

  • Fire extinguishers

You forgot the missile rocket motor graphics, they look like they're from 1999.

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1) rear MGs that work and are modelled for damage

2) better service record functionalities

3) more earnable camouflages for nations and branches that don't have many (basically everything but German and US ground)

4) an ammo cost system that makes sense and doesn't seem so random, or if you can't do that, remove it entirely so it's not just a hidden repair cost as now

 

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On 01/06/2022 at 15:33, _PanzerNinja_ said:

yeah but I think it would be better for sim only

so no tunnel vision cure for me

Edited by AlphaHurricane
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5 minutes ago, AlphaHurricane said:

so no tunnel vision cure for me

I mean that it would cover your screen even more and reduce your fov. I just can't imagine how would it work properly and when you can just hold C to move your camera freely.

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On 01/06/2022 at 15:07, AlphaHurricane said:

a HUGE quality of life improve for tanks would be rear and side facing cameras depending from where is located the crew

i explain better

if a tank has a 360° commander hatch and the commander still alive it shows 3 camera veiws in the corner of the screen of the side visual and back visual

this would help situational awareness, lessen the "CoD vibe" and make the commander useful

I think it could be a cool feature for tanks like PUMA because that's how it works irl with all these displays and cameras it has but for let's say Tiger I it's not realistic because commander had to move around to look in specific direction which can be done by simply looking around with free camera in game.

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17 minutes ago, _PanzerNinja_ said:

I think it could be a cool feature for tanks like PUMA because that's how it works irl with all these displays and cameras it has but for let's say Tiger I it's not realistic because commander had to move around to look in specific direction which can be done by simply looking around with free camera in game.

 

24 minutes ago, _PanzerNinja_ said:

I mean that it would cover your screen even more and reduce your fov. I just can't imagine how would it work properly and when you can just hold C to move your camera freely.

i know, i meant little squares that shows what happens nearby you. as of now the tank are controlled by one that can look in only one direction. maybe a keybind to make the commander look in a certain direction, while you can aim at an enemy, its not mandatory to cut the screen in half, is enough to have a small square, like half of the minimap in the bottom of the screen

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@_PanzerNinja_

 

- Naval time(distance) fuze shells currently do not account for target movement when setting their fuzes. If the plane is coming towards you, the shells always explode behind it. If it’s flying away, the fuzes always activate before the shells get near the plane. This make them frustratingly inefficient, especially compared to proximity fuzed VT shells, not to mention being completely unrealistic. TF shells will always be less efficient than VT shells, but the difference shouldn’t be unrealistically huge as it currently is in-game. Fixing this would be a very nice QoL change. And I believe it has already been reported multiple times.

 

-Proper AP/SAP bomb mechanics

 

-Allow us to move torpedoes from one tube to another. Then we can fire the torpedoes on one side’s tubes, than reload them using the torpedoes from the other side’s tubes to fire again from the same side.

 

-Halved tool set and fire protection system costs for naval, just like ground

 

-Custom sight functionality for naval

 

-Ammo rack status(capacity, current number of shells) display in X-ray for ground.

 

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

btw the UI rework idea you've linked looks too much like WG's games for my taste.

Edited by kkang2828
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5 minutes ago, _PanzerNinja_ said:

I think so too but that's only a example.

 

np

Edited by kkang2828
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+1 for Vapour and condensation on the wings and airframe when doing turns. Ideally not all the time but maybe on certain maps because of the conditions to mimic real life as they don't always happen so it would be a bit annoying if you got it every time you turned. 

 

Sorry if it's not authentic or realistic but please can it be considered to have an option to turn off the constant RWR beeping/pinging from other players and SAMs? It's incredibly annoying and puts me off playing the higher tier jet battles. 

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On 07/09/2022 at 23:20, ABigFatTabbyCat@psn said:

+1 for Vapour and condensation on the wings and airframe when doing turns. Ideally not all the time but maybe on certain maps because of the conditions to mimic real life as they don't always happen so it would be a bit annoying if you got it every time you turned. 

 

Sorry if it's not authentic or realistic but please can it be considered to have an option to turn off the constant RWR beeping/pinging from other players and SAMs? It's incredibly annoying and puts me off playing the higher tier jet battles. 

 

Disabling RWR pings specifically from friendly AI units (like airfield AA) should solve the issue without fudging realism too much.

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@_PanzerNinja_ great post! here are a few more contributions I dont think anyone has mentioned. 

  1. separate key binds for flares & chaff
  2. compressor stalls
  3. performance penalty for ripping off canopy
  4. More realistic audio sound when pulling high G in tier 7 aircraft. Currently when pulling high G you mostly hear the airplane creaking/squeking under the weight, but nothing regarding the sound of the air rushing over the plane which should be the dominant sound. here is a video, under 9 G you can hear what sounds like a tornado of air rushing around the aircraft. 
  5. an Audible "hick" sound coming from your pilot during a high G pull. make it subtle so as to not overpower other sounds, and make it exclusive to the cockpit view for us simmers ;)
     
Edited by gordoniemorrow
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The idea for fuel sliders and drop tanks personally is a must… especially in sim and especially with 4th gen fighters that suck up more fuel than a cocaine addict.

 

They would make large maps far more playable, and players with more ordinance than they can chew could most certainly use it.

 

And yeah a fuel slider would be dope. Maybe not being able to independently fill each tank, but a slider that fills the aircraft for its best on paper weight and balance. Would be especially useful for stuff like props which have a fairly high minimums selection.

 

Lots of wonderful ideas you’ve proposed.

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1 hour ago, gordoniemorrow said:

@_PanzerNinja_ great post! here are a few more contributions I dont think anyone has mentioned. 

  1. separate key binds for flares & chaff
  2. compressor stalls
  3. performance penalty for ripping off canopy
  4. More realistic audio sound when pulling high G in tier 7 aircraft. Currently when pulling high G you mostly hear the airplane creaking/squeking under the weight, but nothing regarding the sound of the air rushing over the plane which should be the dominant sound. here is a video, you can see under 9 G you can hear what sounds like a tornado or air rushing around the aircraft. 
  5. an Audible "hick" sound coming from your pilot during a high G pull. make it subtle so as to not overpower other sounds, and make it exclusive to the cockpit view for us simmers ;)
     

I didn't think about that but these are very good ideas. Thanks! :salute:

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