War Thunder

War Thunder

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An introduction to jets
By awesumdv
No need to describe this. Read or you'll have a GBU-12 headed to your PC in 3... 2...
   
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Preface-Introduction
So you have finally reached rank V in aviation and got your first jet, or maybe you bought your way into it (you're a disgrace) and bought a high tier jet.
Well in both eventualities you have played a few games and realized that YOU SUCK, that's probably because you don't properly understand the mechanics of the game and more.

[the guide will be divided in the normal transition section and premium (exclusively for high tiers)]

-Let's get into the guide.
Transitioning from props to jets: the differences
I'll try to be as synthetic as possible just to ease things up.
I'll have a sort of roster with subsections, each one dealing about the major aspects of aircraft and the difference found in them when comparing propeller planes to jets.

a) MAX SPEED:
  • Props - up to 730km/h,
  • Jets - hugely varies by generation but rank V goes up to 900km/h, rank VI from 1100 to 2100 going from subsonic F-86s and MiG-15s to supersonic F-104s and MiG-21s, rank VII and VIII vehicles are mostly mach 1.8 capable.

b) ACCELERATION:
  • Props have good acceleration and lift due to their typical straight, unswept wings and low weight, so they have very short takeoff compared to jets.
  • Jets mostly have good acceleration, especially if they have an afterburner, they have longer takeoff and landing time and distance than props but once airborne they will outrun any prop (this does not apply to the earliest of jets sitting around 7.0 facing 6.0+ super props).

-Note: the climb rate in vehicle stat cards indicates the acceleration of said aircraft.

c) MANEUVERABILITY:
-Note: each aircraft has its own range of speeds where its maneuverability peaks, I'll call it a "sweet spot" (usually mid tier props operate better from 400 to 600km/h while early jets tend to be a little higher above that, and higher tier jets operating best between mach .7 to 1 -> 900-1230kmh
  • Props Depends on the plane but a propeller plane's maneuverability "sweet spot" is usually wider than a jet's
  • Jets Although generally less maneuverable at lower speeds (except for super-maneuverable fighter aircraft found at 12.0+) jets can more easily get to their "sweet spot" threshold if they have good acceleration.
-Note: certain jets with variable geometry (sweeping wings) will be able to change their flight model drastically thus be "more maneuverable", but really just widen their "sweet spot"

d) ENERGY RETENTION:
-Note: energy retention is how much speed a plane can retain when turning, having bad energy retention is not necessarily a bad thing as you will have the upper hand in dogfights at leveled altitude or that develop downwards, as it'll be easier for you to make the enemy overshoot.
Good energy retention on the other hand is found in fighters like the MiG-15 and F-5C which are advantaged in dogfights developing upwards, as they will lose less speed than their enemy thus turning it into a sitting duck for their guns.
  • Props Depends on the plane but usually ok, props with good energy retention are the Yak family and those with bad energy retention are some like the P-40 and the Buffalo.
  • Jets Also depends on the plane but the only thing you really need to know is that planes with a delta wing configuration will lose A TON of speed when turning, best example of all is the MiG-21, now a good acceleration can compensate but over some crucial time.

e) ARMAMENT:
  • Props Bad yet simple - maybe 2 brain cells will do
  • Jets Good but complex - need to use lots of keybindings and brain activity
    -Note: lazy
Transitioning to jets to through the grind
Now if you got to rank V the hard way, the real man's way, with a painful grind no less frustrating and painful than deep-frying your balls, you must be already used to playing with props, so much that you use your early jet like a prop, and that's ok actually, look, I know I said it was wrong but in reality the transition is much smoother than you might think, you just need to get to know the meta of playstyles and vehicles and that comes with time, spawning, dying, and getting to know what kills you most of the time is the perfect way to go, experience is key.

Now if you are too lazy to die repeatedly, well don't worry, I have a solution for you: uninstall the ♥♥♥♥♥♥♥ game.
It's a part of the gameplay that although frustrating is part of the whole package and you must deal with it.
Anyways here are tips on how to fly your shiny new jet (everything applies to :

  • Good max speed + good energy retention + good acceleration = prolonged dogfighting
  • Good max speed + good energy retention + bad acceleration = short dogfighting
  • Good max speed + bad energy retention + bad acceleration = boom and zoom (diving on foes)
  • Bad max speed + good energy retention + bad acceleration = boom and zoom
  • Good max speed + bad energy retention + Good acceleration = long boom and zoom
  • Bad max speed + good energy retention + good acceleration = boom and zoom then dogfight a bit
  • Bad max speed + bad energy retention + good acceleration = shortest dogfighting
  • Bad everything: skip the damn plane bro (Me-262)

-Note: short dogfighting is for entering a turn fight with no more than two whole spirals and then disengaging, reacquiring speed to then re-engage.

To really success in an engagement with the enemy you MUST know the enemy's plane, their top speed and other main characteristics, one of which I have not yet mentioned although it is extremely important and that is turn rate. You are already familiar with turn rate and know that is varies for each and every plane, it also depends on the armament carried and modifications applied to the aircraft. so again: know the enemy's plane
Transitioning to jets via high-tier premium aircraft
WOAH you bought a high-tier aircraft, you decided to spend a whole day's pay to have abstract ownership of a virtual plane, good decision, definitely not going to have second thoughts.
Well, it must've been a huge jump for you being a ♥♥♥♥♥♥♥ noob, do not worry because there's plenty of guides both on steam and YouTube that will help you out a bunch.

But what I can tell you now are the following things:

-Set up keybindings for guided missiles and switching secondary weapons
-Set up keybindings for radar if you are to use radar missiles
-Set up keybindings for bombs, rockets, smart bombs etc.

-Learn to use countermeasures, flares are always good but try to cut your throttle down to reduce your IR signature's intensity so that the IR seeker on the incoming missiles has a harder time telling apart the flares from your engine's heat. Chaff is used reliably at medium to high altitudes for radar missiles, and to be more effectively utilized you should combine popping chaff with "notching"

-Learn to notch, notching is flying perpendicularly to the enemy's nose radar so that it has a harder time detecting you and keeping a strong lock to direct the missile to your location, the missile doesn't always know where it is... now, notching almost always involves being close to the ground, in fact notching works best against a Pulse-Doppler (PD) lock, but what is Pulse-Doppler? PD is a mode that the radar can use to detect aircraft close to the ground, but to tell the aircraft apart from the ground the target, which is you has to be flying towards or away from the relative position of the enemy's radar, if you, the target were to notch a PD lock close to the ground the lock would weaken and almost immediately lose track of you if done right, you know when you're being locked thanks to your RWR, which is the circle on the left side of the screen, it will tell you when you're being pinged or locked through sound and it'll also show you the direction of the arriving radar ping.

If you're being locked when at a medium to high altitude rest assured that you're being locked without PD (as PD needs the ground in the back to tell the relative speed of the target), and that normal radar lock is going to be much more easily affected by chaff, though notching will also help a bit.

Basically, when close to the ground, be sure that when you get locked you're being locked through PD, so take a quick look at the RWR and turn 90° left or right of that direction and drop chaff if you're too close.

If an R27ER is shot at you by a MiG-29 or else, accept your fate, that missile knows where it is.

Also, get to know the enemy's plane, and which missiles it has, and whether the IR ones are all aspect or not, whether one's got mach 5.8 capability or 100km launch range, whatever, study your enemy.

Get to know the minimum and maximum range of your missiles, learn to time their launches, their explosive mass.

Guns don't matter at top tier buddy -Pete Mitchell
Links to YouTube guides
Here's some valid guides to anything dealt with withing this guide:

Props to Jets by Tim's Variety WT

Fighting props in early jets by DEFYN

AA missile types guide by skDoger

Defeating IR missiles by DEFYN

Radar 101 by DEFYN

Radar missiles by DEFYN

That's it for the day, hope you found this helpful, comment hot dog below if you spent 30 minutes of your life reading this and I'll see you in battle. God speed, pilots.
2 Comments
Bongong 26 Jul @ 2:55am 
ok
Chris Hansen 25 Jul @ 9:05pm 
cool, but also take a seat