There is a serious problem with the aircraft damage model

Often, hits with bullets very many times don’t take any damage at all.
For anti-aircraft guns and aircraft guns.(Infantry guns do damage well.)

I even saw that the Hvar rockets didn’t crash despite hitting the 110.
Why don’t you apply the damage model that exists in War Thunder?

There are many problems with the aircraft’s play right now, including bugs.
(Playing in the spectator mode when you control your own aircraft.)

I hit the enemy’s aircraft several times and shot it down, but I still don’t know. About the criterion for the module to break and catch fire
Sometimes, just a few hits ignite it, but at other times it doesn’t matter if you run out of ammo.
But I know this isn’t just because it hit a part that didn’t damage it even if it was hit.
It can be explained as a phenomenon that does not suffer serious damage from multiple hits by 20~30mm cannons or hits by HVAR rockets.

Even if this is not a module system like Battlefield, but an HP system, it guarantees a sure shot down against multiple hits by machine guns and rockets.
There are several contradictions that the current damage model is considered to be the intended system.

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They changed something a few patches ago, you used to be able to shoot a airplane out of the sky with an smg and that had to change. Feels to me they wanted to dial hp up x2 but they accidentaly added a 0 and now they can’t die.

Yeah the planes were flimsy but now it’s laughable. Well partially - i swapped around a bit today and tried different planes and it seems mainly the 20mm (Ger and US) and 37mm are only shooting cotton balls and the 30mm are not shooting cotton but maybe rubber balls. Meanwhile .50 worked pretty well especially with starting fires. A P38 flying level straight ate several 2-4sec bursts dead on target…the pane didn’t care about it, and flew on like nothing happened. And nope…ping and packae loss were fine.
Set up an extra key for cannons and try them vs Balloons in the test area and you can get a glimpse of it.

You can put one burst into the engine and it will immediately destroy it. Its a much more realistic system now than the one hit anywhere it used to be.

The problem right now is: You actually can’t. Well…depends: 4x.50cal does the job. And if the plane isn’t burning it at least gets into a death spiral. But select a different key on the P-38 for cannons only or use a G-6/G-10…the target couldn’t care less. I did some testing the last days and had the opportunity to find a P-38, A-20 and a BF-110 who just flew striagh in line and showed nearly no rection when I opened fire. Especially the P-38 was flying like afk and it ate solid burst after solid burst from maybe 100m? 150m? When it reached the supply point it just turned like nothing happened. The Bf-110 moved at least a bit but it was easy to stay on its 6. I only shot the 20mm at first in the left gondola and it smoked after A LOT of beating. Did the same on the right gondola this time with MGs and it was a matter of two short bursts.

ok so, i’ve tried my best to figure this out, as someone who spends like 99% of the game flying. It seems that there is a form of lag compensation going on here. I will often get upwards of 200+ hitmarks and nothing, especially if they turn and the likes, but other times, if i shoot a good bit in front of the actual lead mark(½-2cm) and get no hit marks, the plane suddenly bursts on fire without a single hit mark, so it seems to me that the actual hitbox is a decent bit in front of the actual plane, and that may also be why we can’t shoot so well from behind, as the plane it self eats the shots on your screen, but the actual hitbox ahead of the plane doesn’t register it. This is my experience as a guy with 3 planes on his roster who actively hunts any plane that takes out his bomber. I will also agree that it seems the cannons are particularly bad with this issue, probably due to muzzle velocity and relatively low rate of fire compared to the 50 cals.

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