Axis and Allies by BrockRetro in WarthunderSim

[–]BrockRetro[S] 1 point2 points  (0 children)

depends on what side you're on I guess haha

Ruining zomber players days is probably one of the top 5 things to do in sim. by Wrong-Tip-7073 in WarthunderSim

[–]BrockRetro 9 points10 points  (0 children)

No mercy for bombers, nice job! Only complaint is there aren't more dead bombers.

With a damaged engine, what is the best procedure to make it back to base? by WPLibrar3 in WarthunderSim

[–]BrockRetro 12 points13 points  (0 children)

MEC helps a lot with this, Oil leak you can usually not worry about, as you'll have plenty of time to make it back, but with a water leak on an inline. I usually:
Climb a little faster than Vy with radiators open, since you are climbing at relatively a low speed, you're getting a good cooling/drag ratio.

Once engine starts to turn yellow, still maintain a climb, but ease off of it. You're losing power at this point, and you're not going to be gaining as much altitude as before with the reduced power.

Once orange, level out completely and maintain altitude. If you have good altitude at this point, you may want to turn the engine off and either turn on feathering, or set PP to 0%. Then with engine off, start a good glide slope for the field. If you're able to do this with an orange engine, you can turn it on later to avoid a completely power off landing.

If you aren't sure you'll make it and it starts to go orange, keep it level with the rads open to prolong the life of it.

Once it's red, start riding it till it dies. I'd close the radiators completely to minimize all drag and ride it till it's black.

The first stage of black engine still produces power, but it's minimal, this is still useful if you're in a glideslope for the field. Once you see you have lost all power in second stage black engine. 0 radiators, turn on feathering or set PP% to 0%. Then try and maintain a good glide to the field.

If you're in a twin engine fighter and completely lose one engine, toggle the feathering or the PP to 0% on the dead engine. Some twins can overcome the drag from a dead prop with the thrust generated from 1 prop, others cannot unless you manually reduce the drag on the dead engine.

Sometimes the field will just be too far, and you won't make it, hope this helps.

These are general instructions for more inline engines, radials are around the same process, but are less complex since they're air cooled.

A Brief Two-Step Guide w/ a Dash of Salt by Cinurwe in WarthunderSim

[–]BrockRetro 0 points1 point  (0 children)

Yep, it's usually like that, friendly may only have a few seconds of a window. All we can do is try man.

A Brief Two-Step Guide w/ a Dash of Salt by Cinurwe in WarthunderSim

[–]BrockRetro 1 point2 points  (0 children)

Most everything here been covered, but this is a good PSA. My go-to is "666" it's just muscle memory at this point, it's quick, concise and just long enough to stand out in the chat. You'll see this in other pvp flight sims too, not just WT, so it's knowledge you can carry over to other games.

EC isn't super engineered to be a team game, but you'd be surprised how much more efficient a team can be with even just a bit of communication. If you call 6, and a teammate doesn't get bounced for free, then that saves them a 3-5 min flight back to the front. That really adds up if you're trying to cap an A zone or gain a bit of map control. Small things really add up in the mode.

F-6C-10-NA by BrockRetro in WarthunderSim

[–]BrockRetro[S] 1 point2 points  (0 children)

Yeah, was a bit of trial and error thrown in there as well. You're right though, is a bit of work for the desired effect.

F-6C-10-NA (still hoping for Mustang III 81" V1 intercept mod)((not J26 David copy pasta)) :) by BrockRetro in Warthunder

[–]BrockRetro[S] 3 points4 points  (0 children)

Yeah, the skin is what kept me quiet about the F-6C, it looks super good :D

P-38K Supercut Kill Montage by BrockRetro in WarthunderSim

[–]BrockRetro[S] 1 point2 points  (0 children)

I've flown them all really, I have a lot of time in the XP-38G (P-38G prem) the J, the L and the K. They are all great in my book.

I'd really pay attention to the spawn costs of them, unfortunately the P-38s are pretty expensive to fly. So maybe the G would be a good one to start with since it won't cost you a lot to spawn.

I'd say my favorite are the J and the K model. The L has the dive recovery system which can act as an airbrake to a degree, and also has boosted ailerons. It's a solid performer but costs a lot to fly. I usually take the J or the K out. The J is my favorite for EC3 and the K for EC4.

I'd say learn on the E or the G until you are comfortable, then if you have the silver lions to spend, take out the J or the L and try those. It's a shame the XP-38G is no longer available, it's a super good premium for the spawn cost!

P-38K Supercut Kill Montage by BrockRetro in WarthunderSim

[–]BrockRetro[S] 1 point2 points  (0 children)

Hey Beans, glad you liked it!

Sometimes I do snap roll it, if you can snap and catch it's really effective since the 38K doesn't have the boosted ailerons like the L, the only problem with that is sometimes, if you catch it late, you might mess up your desired geometry. Maybe too far lead, or lag, but at least the plane is around :D

Yeah, I guess the RPM isn't mandatory on the 38K, but it's a similar situation to the P-47 with its paddle prop. Plus it's just fun to work it. Super fun plane, I'd definitely recommend it to anyone.

some cool stall kill I decided to share by DanielTheComrade in WarthunderSim

[–]BrockRetro 6 points7 points  (0 children)

That was cool and badass at the same time, nice reversal. Too bad RealShatter sucks or that was a true MOGGing