Smallest Plane In War Thunder

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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.

Part of The Complete Beginner’s Guide

As in many free-to-play games the economy of War Thunder can be slightly confusing, with several types of currencies, rewards, items and so forth.

Produced from the 1930's to the 1940's by Consolidated Aircraft, the PBY-5 was one of the most widely produced (a total of 3,282 were built) and used seaplanes of World War II. During its service lifetime, it was found and operated in every branch of the United States Armed Forces. For the biggest and smallest planes this infographic they released shows them. The He-162 is the smallest and the G5N1 is the biggest. I don't think anything has changed. As for tanks, I believe the Jadgtiger is the heaviest tank put into production, but the T-35 might still be the biggest.

  • 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.
  • Italian aircraft has had a significant role in the country’s military history. With one of the largest fleets of unique aircraft, the Italian Air Force was a power to be reckoned with in the 1930s. However, this strong history did not translate well into War Thunder. The Italian aircraft I used most was the C 205 series 1.
Smallest

Money, Money, Money

The two currencies are Silver Lions, mostly earned from playing missions and battles, and Gold Eagles, mostly bought with real money. Silver Lions are used to purchase regular aircraft and modifications, to repair and resupply aircraft after battles, and to buy up to two extra crew slots. Gold Eagles have many uses, as outlined later in this post.

You certainly don’t need to buy any Gold Eagles if you don’t want to; player skill and teamwork will get you a lot further than just spending money. Like many games of the genre, as you move up the ranks the cost of new aircraft, repairs and the like gets steeper so progress gets a lot slower, but if you’re not too hung up on advancing and enjoying the battles I wouldn’t worry too much about it. If you feel the game is worth it, though, and want to progress a bit faster, by all means buy some Eagles. It’s worth keeping an eye out for sales in the War Thunder store or on Steam to get the most for your money.

Trophies

In Update 1.47, War Thunder introduced Trophies, boxes containing random rewards, similar to lockboxes or crates in many other F2P games. Trophies can contain many different rewards, including Silver Lions, Gold Eagles, boosters and premium vehicles. There are four main ways to get trophies: as a daily reward, as a random after-battle reward, from special events, or from the shop.

Daily Rewards

Each day when you log in to War Thunder you should receive a daily reward trophy. Most of these are small or medium trophies containing one minor Booster (see next section), but after 7 and 14 days you get a larger reward, potentially including larger boosters and wagers.

Battle Trophies

If you’re lucky, you may get a trophy after a battle (the spinning wheel of rewards pops up on the battle results screen). This is a random event, unconnected with your performance. Prior to 1.70 rewards were always Silver Lions, now post-battle trophies can contain all sorts of exciting things including silver lions, modifications, backup vehicles and discounts on premium vehicles.

Special Events

Every now and again, trophies are available in special events. The rewards vary; events often have several stages, each of which requires e.g. 25 air kills, or 15 match victories, with a trophy reward for each stage. The final trophy may contain a guaranteed premium vehicle, with trophies along the way having a very small chance of containing the vehicle. Keep an eye out on the game launcher or War Thunder homepage for news of events.

Item Shop Trophies

Trophies can also be bought for Gold Eagles in the item shop. The current set of trophies cost 299 Eagles, and might contain high tier premium vehicles worth much more than that. The key word, of course, is *might*; the trophies are a lottery, and the chance of actually getting the vehicle is remote. If you have Eagles to burn then by all means buy a couple for fun, but if you really want the premium vehicle then buying it directly from the shop is a more sensible alternative.

Boosters

As the name suggests, Boosters boost either Silver Lion (represented by a lion head icon) or Research Point (represented by a blue light bulb) rewards from battles. Boosters can be found in trophies, especially the daily reward trophies, or they can be directly bought from the item shop with Gold Eagles. Boosters are placed in your inventory, accessed via the crate icon in the top right of the screen. Mousing over a booster will show the details of the bonus (from 10% up to 500%), and the number of matches for which it applies (from 10 matches for the smallest boosters down to a single match for a boost of 100% or more).

Boosters from daily rewards last for three days in your inventory, so you haven’t got very much time to save them up. For the multi-match boosters, you have up to 24 hours after the booster is activated to use them. The amount of time left on a booster is shown in the top left corner; if there’s no value, then there’s no time limit. To apply a booster, click on “Items” on the menu, then click the appropriate booster, and “Activate”.

Wagers

Wagers are another type of item that can be found in trophies. Most of them are challenges to secure certain achievements such as “Mission Maker” or “The Best Squad” a number of times. You make an initial stake with your own Silver Lions, and the rewards scale up the more times you succeed in the challenge. You should make your money back if you succeed once, and a profit after that.

Smallest plane in war thunder

Mousing over the wager will show the requirements (e.g. “You must have at least one vehicle of Tier III – V”), what constitutes success (e.g. securing “The Best Squad” achievement, or winning a battle with at least one kill), and the maximum number of stages you can succeed or fail.

Once a wager has been activated, after each battle where you meet the requirements you’ll get a success/fail icon in the top right corner of the results screen. You can keep track of your progress by mousing over the wager in your inventory, or a summary is displayed just over the vehicles in your hangar/garage.

Smallest Plane In War Thunder

The usefulness of wagers depends on your play style and skill. Have a look at the requirements, and think about whether you might be able to meet them. Getting 10 kills in a round is pretty challenging; the “Mission Maker” achievement, for getting both the first and last kill in a match, is particularly tricky. “The Best Squad” isn’t entirely impossible for a solo player, as long as you don’t opt out of the automatic grouping system; it’s not based on overall score, but the number of teamwork achievements for scoring kills/assists while close to another member of the team, if you stick close to your randomly assigned squadmate you’ve got a chance. If you get a wager that seems achievable you might as well activate it; if not, just leave it in your inventory.

Golden Wagers

Golden Battle wagers, most commonly seen in the 7 or 14 day daily reward trophies, are slightly different to other wagers. Most obviously the reward is Gold Eagles rather than Silver Lions, a very useful way of getting a bit more premium currency. You also do not make an initial stake, so “wager” is a slight misnomer, there’s no chance of losing Eagles.

The objective in Golden Battle wagers is just to win matches, nice and simple. If you have two or three skilled friends and can form an effective squad you can heavily skew the odds in your favour, otherwise you’re mostly at the mercy of the randomness of the matchmaker. You need to have Rank III vehicles, so you can’t go and “seal club” brand new players, the best thing to do is to pick the game mode and country you’re most comfortable with, and pray for half-decent team-mates.

Things to buy with Gold Eagles

Premium Account time

Smallest Plane In War Thunder Online

Eclipse ide c c++ developers free download. You can spend gold eagles to upgrade to a Premium Account via the “Shop” button, boosting the amount of experience and lions you earn from battles (the results screen at the end of a match has a “Here’s what you could have won…” section, showing how much you would have earned with a premium account). Every now and again (such as for the game’s anniversary in November) Gaijin offer a full year of Premium time at 50% off, quite reasonable value if you’re confident you’ll be playing that long.

Crew Slots

Each nation has three crew slots to start with, a fourth and fifth can be bought with silver lions, then further crews cost gold eagles. Extra crew slots are most useful in Arcade battles, where each one is effectively a “life”. For Realistic and Simulator battles, with no respawns, then one option is to use a single crew for every aircraft, which means every battle boosts the skills of that crew; one drawback with this method is that you can’t leave planes automatically repairing in the hanger while flying others, so crew slots aren’t completely pointless.

Crew Skills and Qualification

Crew XP can be purchased with gold eagles in the “Accelerated Training” option, as per the Crew Skills guide, most useful for the high cost skills like Experienced Gunners and Repair Rank. Expert Qualification, giving a boost to certain skills for specific aircraft, can be purchased with Silver Lions, then Ace Qualification after that with Gold Eagles. The extra nudge from Ace Qualification does not make a huge difference, but if you have spare Eagles and a particular favourite plane then every little helps.

Modifications and Converting Research Points

As you gain regular Research Points towards upgrades and new aircraft, indicated with a blue light bulb, you also gain “Convertible RP”, indicated with a yellow light bulb. Your accumulated total is shown at the top of the screen with the yellow light bulb icon; by clicking on this you can spend Gold Eagles to convert it into regular RP, boosting research into the plane/tank you’re currently working on.

This is very tempting when you’re really keen to get your next vehicle unlocked but it gets very expensive as you go up the ranks, so should be used sparingly unless you really don’t mind spending a lot of money.

You can also buy upgrade modules with Eagles rather than researching them. Again, this can get rather expensive, but if you have a lot more money than time it’s always an option. Two particular upgrades can only be purchased with Eagles: “Backup vehicle”, to be able to use a vehicle more than once in a battle, and “Talisman”, doubling research point gain with that vehicle. Talismans are well worth considering in Tier IV to boost research of Tier IV and V vehicles; if you can find an aircraft or tank that really suits your play style, popping a Talisman on it is a good alternative to buying a premium vehicle.

Premium Vehicles

Premium Vehicles are usually shown on the right hand side of a nation’s tech tree with a brown background, and a price in Eagles underneath. They tend to be more unusual or prototype variants of regular vehicles, or captured or lend-lease foreign vehicles. They’re not more powerful than non-premium vehicles, but have a couple of advantages: they start off with all modifications unlocked and available, and usually give better rewards. Premium aircraft can be flown at any time, regardless of your national rank (e.g. if you’re Rank 1 with the USSR and buy the Rank 3 P-63A-5, you can still put it into service and fly it); be very careful in Arcade mode, though, as you’re put into matches based on the highest rank aircraft in your vehicle, so equipping a high level premium aircraft alongside your starting biplanes will result in some painful matches.

Occasionally you may find a discount for a premium vehicle in a post-battle trophy. Some premium vehicles are only available in bundles in the store (shown with “Bundle” underneath, rather than a Gold Eagle price). Premium vehicles can also sometimes be earned in events or competitions.

The Store

As well as buying packs of Gold Eagles, there are several other items in the online store. Bundles often represent good value, especially if on sale, usually containing premium vehicles plus decals, Gold Eagles and/or premium account time. There are also a couple of single player campaigns, covering the Pacific theatre from the Japanese and American perspective; there are probably better alternatives if you’re after a mainly single player flight game, but they offer another option if you get a bit tired of PvP.