Difference between pages "Multiplayer mission creation" and "P-43A-1 (China)"

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(Usage in battles)
 
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{{Specs-Card|code=p-43a-1_china}}
 +
{{About
 +
| about = Chinese fighter '''{{PAGENAME}}'''
 +
| usage = American version
 +
| link = P-43A-1
 +
}}
  
= How to create a basic multiplayer mission =
+
== Description ==
 +
<!-- ''In the description, the first part should be about the history of and the creation and combat usage of the aircraft, as well as its key features. In the second part, tell the reader about the aircraft in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
 +
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
 +
{{Break}}
 +
The '''{{Specs|name}}''' is a rank {{Specs|rank}} Chinese fighter {{Battle-rating}}. It was introduced in [[Update 1.91 "Night Vision"]].
  
[[File:Multiplayer Mission Properties.jpg|250px|thumb|right]]
+
== General info ==
 +
=== Flight performance ===
 +
<!-- ''Describe how the aircraft behaves in the air. Speed, manoeuvrability, acceleration and allowable loads - these are the most important characteristics of the vehicle.'' -->
  
:1. Run mission editor (missioned.cmd in WarThunderCDK folder).
+
The P-43 was started as a private venture by the Seversky Aircraft Company (later known as Republic) which sought to improve upon its earlier fighter design the P-35. Several design changes turned this fighter into a good platform of which made the leap to the younger sibling, the P-47. The P-43 in its own right during 1940 when introduced to the United States Army Air Corps (USAAC) was the only fighter which excelled at high-altitude performance due to its belly-mounted turbo-supercharger and an effective oxygen system to sustain the pilot at those heights.
:2. Select a map in '''Select binary dump file''' window by pressing '''...''' tab (all map files are stored here: '''WarThunder\levels''')
 
::''Note: You can edit a mission without loaded map, location in scene viewer is just a preview.''
 
:3. Set basic settings in the Mission Editor.
 
  
::*Choose the side toolbar '''Mission Settings -> mission'''
+
Much like its predecessor and successor, the P-43 is a heavy fighter with a large engine which fills the role of a fighter/interceptor. Japanese aircraft at this rank can still outturn the P-43, but if used properly as a Boom & Zoom fighter, there should not be any need to turn fight. Priorities are to gain altitude and then be selective of the targets. Use diving speeds to zip in, shoot the enemy aircraft and then pull up and climb away. Resist the temptation of immediately turning back and finishing off an aircraft which was missed or wounded as doing so will only cause the P-43 to bleed energy it needs to work at its optimum. As a last resort, if caught in a situation where you need to dogfight, do so, but look for a way out so that you don't become easy pickings for another enemy pilot.
::*Choose a name for your mission in '''name''' tab
 
::''Note: You can't use capital letters and there should be no spaces''
 
::*Choose a name for your mission that will be displayed for other players in '''locName''' tab
 
::''Note: You can use space there and for example write down '''[Multiplayer Mission] Test'''''
 
::*Choose a description for your mission in '''locDesc''' tab
 
::*Set a mission type to '''domination''' in '''type''' tab
 
::*Choose a location map in '''level''' tab
 
::*Choose time of a day and weather in '''Weather params''' tab
 
::''Not needed since you can do that in custom battle settings''
 
::*If you want to make it a free for all mode (everyone vs everyone without teams) then go to '''Game type params''' and enable '''gt_ffa''' and '''gt_ffa_deathmatch''' options
 
::*Change the number of tickets in '''scoreLimit''' which you can find in '''Versus params''' tab
 
::''Note: by default it is set to 500''
 
::*Change the number of tickets that are lost after someone dies in '''deathPenaltyMul''' which you can find in '''Versus params''' tab
 
::''Note: by default it is set to 1 so it will remove 100 tickets from one of teams every time someone dies, if for example you set it to 0.1 then the game will remove 10 tickets when someone dies''
 
  
==='''Important notes'''===
+
{| class="wikitable" style="text-align:center" width="70%"
 
+
! rowspan="2" | Characteristics
:*It is not possible to use '''imports''' function in multiplayer missions
+
! colspan="2" | Max Speed<br>(km/h at 7,600 m)
:*There's a size limit for multiplayer missions and it is set to 512 KB, so if you are planning to add lots of [[Triggers|triggers]] try to optimize them as much as it is possible, using [[Variables|variables]] for that is a really good idea, also don't forget about '''useForTriggerFiltered''' option which makes it possible for actions to select only a few units that meet '''conditions''' (it is the best to use '''squad''' unit which consist of many units in it), this option is available in many actions.
+
! rowspan="2" | Max altitude<br>(metres)
:*If you are planning to change properties of selected player units (for example to repair selected units if they enter one of previously added areas) it is a really good idea to create a '''squad''' unit, put there all player units (all t1_player, t2_player units) and call it '''all_players_squad'''.
+
! colspan="2" | Turn time<br>(seconds)
:*It is possible to use [https://wiki.warthunder.com/CSV_files_for_missions CSV files] in multiplayer missions but every player needs to download them before joining to the custom battle with a custom multiplayer mission if they want to see objectives, hints and other messages.
+
! colspan="2" | Rate of climb<br>(metres/second)
:*It is possible to use custom weather settings in multiplayer mission (like '''forceSkiesInitialRandomSeed''') but you need to make sure that mission weather matches custom battle weather type (so for example in both it is set to '''blind''' or '''good''').
+
! rowspan="2" | Take-off run<br>(metres)
:*Players are able to spawn in multiplayer missions 30 seconds after the start.
 
:*All triggers in multiplyer mission are starting to work 30 seconds after the start of mission, unless it's '''Event''' is set to '''initMission'''.
 
 
 
:* You can find more informations about the Mission Editor '''[[Instructions for Using the Mission Editor|here]]''' and more informations about triggers '''[[Triggers|here]]'''
 
 
 
 
 
== Creating slots for players ==
 
 
 
:[[File:Unit Creation Icon.jpg|250px|thumb|right|Unit creation icon]]1. Create a new unit by pressing '''Create unit''' icon and place it somewhere (you can control the map view by pressing '''SPACE''').
 
:[[File:Unit Properties Icon.jpg|250px|thumb|right|Unit properties icon]]2. Open it's properties (by for example pressing '''P''').
 
 
 
::*Change the '''Name:''' to '''t1_player01'''
 
::*Switch it's '''type''' to '''armada'''
 
::*Find a '''dummy''' unit in '''Class''' tab and select it
 
 
 
:[[File:Copying Units.jpg|250px|thumb|right]]3. Copy '''t1_player01''' unit.
 
::''Note: You will need it to create player slots for the mission, so it is preferable to create 16 of them, the game supports up to 32 players per team''
 
 
 
::*Select the unit
 
::*Press '''W'''
 
::*While holding '''Shift''' select one of the displayed arrows and then drag it until a new unit appears
 
::*The CDK will show you a new window, in this window change the '''Count of clones:''' amount to the number that you want in your mission
 
::*Select '''Auto rename'''
 
::*Press '''Ok''', now you should see lots of copies of this unit named '''t1_player02, t1_player03, t1_player04 etc.'''
 
 
 
:[[File:Copying Units 2.jpg|250px|thumb|right]]4. Create the same amount of '''t2_player''' units by copying '''t1_player''' units.
 
 
 
::*In Unit copying window change '''Name of clone(s):''' to '''t2_player01'''
 
::*Change the '''Count of clones:''' amount to the number that equals amount of '''t1_player''' units (set it to 1)
 
::*Press '''Ok'''
 
::*Now you should see lots of copies of '''t1_player''' units named '''t2_player01, t2_player02, t2_player03 etc.'''
 
 
 
:5. Go back to the side toolbar '''Mission Settings''' and add these units to make them usable as slots for players in your multiplayer mission.
 
 
 
::*Select '''player_teamA'''
 
::*Press '''wing''' to add new slots and add all '''t1_player''' units there one by one
 
::*Select '''player_teamB'''
 
::*Press '''wing''' to add new slots and add all '''t2_player''' units there one by one
 
::''Note: they can't be added as squads (by putting all units in for example t1 and t2 '''squad''' unit) if you do that then the mission will simply not work''
 
 
 
== Creating respawn zones for players ==
 
 
 
=== Setting up a trigger for respawn action ===
 
 
 
:1. Choose the side toolbar '''Triggers / Missions Obj. Navigat'''[[File:Trigger properties icon.jpg|250px|thumb|right|Trigger properties icon]]
 
:2. Press the '''Trigger''' button to create a new trigger
 
:3. Press the '''Properties and Trigger/MissionObj info''' icon which you can find on top toolbar to show the tab with trigger properties.
 
:4. Select your new trigger and change it's '''Name''' to for example '''respawn'''.[[File:Creating Respawn Zones.jpg|250px|thumb|right]]
 
:5. Make sure that '''Enabled''' is switched on.
 
:6. Change the '''Events''' type to initMission.
 
::''Note: You need to do it this way because otherwise you will need to wait at least 30 second after launching the mission to be able to select one of available spawn zones''
 
::*In lower part of this toolbar select '''periodicEvent {time=1.00}''' in the '''Elements:''' window
 
::*Select '''Elements''' button on the bottom and press '''periodicEvent'''
 
::''Note: (if nothing happens then select one of folders in the '''Elements:''' window and then switch back to '''periodicEvent {time=1.00}''')''
 
::*A new window should appear, select '''initMission''' there and press '''Ok''' or double click on '''initMission'''
 
 
 
=== Adding air spawns for aeroplanes and ground spawns for ground units ===
 
 
 
:1. Create areas for respawn action.[[File:Area Creation Icons.jpg|250px|thumb|right|Area creation icons]]
 
::*Press one of area creation icons on the top toolbar
 
::*Press the ground on the map view in the place where you want to put your respawn area
 
:::*press only if you selected the first icon ('''Point''')
 
:::*press and drag (you change it's size by doing that) if you selected other icons ('''Sphere''', '''Cylinder''' or '''Box''')
 
:2. Change properties of your area.
 
::*Change '''Name:''' to '''t1_spawnarea_01'''
 
::*Make at least 10 areas that are named '''t1_spawnarea_01''', '''t1_spawnarea_02''', '''t1_spawnarea_03''' etc.
 
::*copy all created '''t1_spawnarea''' areas and call them '''t2_spawnarea_01''', '''t2_spawnarea_01''', '''t2_spawnarea_01''' etc (you need them for both teams)
 
::''Note: If those spawns are meant to be for airplanes then place them in the air''
 
::''if for tanks then place them on the ground''
 
::''if for ships then place them on the sea level''
 
:3. Add a respawn action.
 
::*Press the '''Action''' button in the trigger properties toolbar
 
::*Below '''Filter:''' type '''missionMarkAsRespawnPoint'''
 
::*Press '''Ok''' or double click on '''missionMarkAsRespawnPoint'''
 
:4. Add respawn areas to '''missionMarkAsRespawnPoint''' action.
 
::*Select '''missionMarkAsRespawnPoint''' action in '''Elements:''' window
 
::*Add all existing t1_spawnarea areas to the tab next to '''target''', you can create more of them by just pressing a wide '''target''' tab below
 
::*Change the '''loc_name''' (name of that spawn zone which will be visible in game, you can use spaces and capital letters) or leave it be if you want the game to set default respawn names (Respawn #1, #2 etc.)
 
::*Press a wide '''team''' tab, a new selectable tab should appear, press it and select '''A'''
 
::*Press a wide '''tags''' tab on the bottom of option, it will create an expandable window with tabs of all available tags in the game, select those that you want to use in your mission ('''air''' for airplanes, '''tank''' for ground units, '''ship''' for boats and ships)
 
:5. Copy existing '''missionMarkAsRespawnPoint''' action to make respawn zones for the second team.
 
::*Below the '''Elements:''' window, there should be a '''copy''' tab, select '''missionMarkAsRespawnPoint''' action and then press this '''copy''' tab
 
::*Press '''Paste ...''' tab, a new window should appear
 
::*Select '''missionMarkAsRespawnPoint''' action there and press ok
 
::*Now you should see two the same actions in the '''Elements:''' window, select the second one
 
::*Change all '''target''' areas to those that are meant to be for the second team (B / T2)
 
::*Switch the '''team''' tab to '''B'''
 
::''Note: You can speed up changing '''target'''s by creating an '''area_squad''' unit and then putting all '''t2_spawnarea''' areas there, then selecting this squad in the '''missionMarkAsRespawnPoint''' action properties''
 
 
 
'''Notes:'''
 
:* If you have any problems with the direction of spawn zones (for example when you rotated the area but it still spawns you in the same direction) then enable '''isStrictSpawn''' and '''resetStrictSpawnIndex''' options in '''missionMarkAsRespawnPoint''' action.
 
 
 
=== Adding airfield spawn for airplanes ===
 
 
 
:1. Create an airfield unit.
 
::* Select '''Create unit''' icon on the top toolbar [[File:Unit Creation Icon.jpg|250px|thumb|right|Unit creation icon]]
 
::* Select created unit
 
::* Open it's properties (by for example pressing '''P''')[[File:Unit Properties Icon.jpg|250px|thumb|right|Unit properties icon]]
 
::* Change it's '''Name:''' to '''airfield_01'''
 
::* Change it's '''type''' to objectGroups[[File:Airfield Properties.jpg|250px|thumb|right]]
 
::* Select one of available airfields in '''Class''' tab
 
::''Note: all names of airfields start with '''dynaf_'''''
 
::* Change it's '''army''' to 1
 
::''Note: depends for which team you want to make it, remember that 1 = A team, 2 = B team'''
 
:2. Add a respawn action.
 
::*Press the '''Action''' button in the trigger properties toolbar
 
::*Below '''Filter:''' type '''missionMarkAsRespawnPoint'''
 
::*Press '''Ok''' or double click on '''missionMarkAsRespawnPoint'''
 
:3. Add the airfield to '''missionMarkAsRespawnPoint''' action.
 
::*Select '''missionMarkAsRespawnPoint''' action in '''Elements:''' window
 
::*Add '''airfield_01''' to the tab next to '''target'''
 
::*Change the '''loc_name''' (name of that spawn zone which will be visible in game, you can use spaces and capital letters) or leave it be if you want the game to set default respawn names (Respawn #1, #2 etc.)
 
::*Select '''isAirfield'''
 
::*Press a wide '''team''' tab, a new selectable tab should appear, press it and select '''A'''
 
::*Select '''Object''' and set it to '''airfield_01'''
 
::*Press a wide '''tags''' tab on the bottom of option, it will create an expandable window with tabs of all available tags in the game, select those that you want to use in your mission (air)
 
 
 
'''Notes:'''
 
:* If you are planning to create an airfield spawn zone by using '''addAirfield''' action (which allows to add spawn zones manually) and you decide to set the '''Event''' of that trigger to '''initMission''' then remember to always put '''missionMarkAsRespawnPoint''' after these '''addAirfield''' action, not before them and if you want to put '''missionMarkAsRespawnPoint''' in other trigger then make sure to disable it and then add a '''triggerEnable''' action pointing at that trigger from the trigger with '''addAirfield''' action, otherwise there might be issues with spawn zones and there's a chance that you won't be able to spawn your plane.
 
 
 
== Creating capture zones ==
 
 
 
:1. Create a new area and call it '''capture_zone_01'''.
 
:2. Create a new trigger.
 
:3. Add a new action called '''missionMarkAsCaptureZone'''.
 
::*Assign your new area to '''target''' (you should be able select '''capture_zone_01''')
 
::*Set to '''which''' army it should be assigned by default (after launching your mission, 0 - neutral, 1 - A, 2 - B)
 
::*Set '''canCaptureOnGround''' if you want to be able to capture it by staying on the ground in the capture zone area (disabled by default)
 
::*Set '''canCaptureInAir''' if you want it to be able to capture it while being in the air (enabled by default)
 
::*Set '''canCapturebyGM''' if you want to make it capturable by ground units
 
::*Set '''onlyPlayersCanCapture''' if you want it to be capturable only by players
 
::*Set '''CaptureNoPenalty''' if you want to disable ticket drain when it is captured by one of teams
 
::*Add '''tags''' to select which unit types are allowed to capture this zone
 
::''Note: you can adjust how fast it drains tickets in '''missionSetProperties''' action, there are two '''ctaCaptureZone''' options which control that''
 
 
 
== Saving the mission ==
 
 
 
:1. On the most top bar select '''Mission Editor'''
 
:2. Press '''Save mission (Ctrl+M)'''
 
:3. Select where you want to save the mission and set its name, remember to save it as '''.blk''' file
 
 
 
That's all, now all you need to do is to upload your mission somewhere or on [http://live.warthunder.com/feed/ live.warthunder.com] site, but don't forget to add a proper image and description for your mission. You will find more details [[How to launch a custom mission in the game|here]].
 
 
 
:''Note: any hosting service will do as long as the link ends with '''.blk''' and don't forget to delete '''https://''' part of that link, otherwise the game won't be able to read it unless it is a live.warthunder.com link'' 
 
 
 
= Options and functions available in multiplayer missions =
 
 
 
== Versus mode parameters ==
 
 
 
{| class="wikitable" style="width: 100%;"
 
|+
 
! style="width: 20%;" |Option
 
! style="width: 80%;" |Description
 
 
|-
 
|-
| scoreLimit
+
! AB !! RB !! AB !! RB !! AB !! RB
| Total amount of tickets in MP mission (by default it is set to 500)
 
 
|-
 
|-
| timeLimit
+
! Stock
| Time limit in MP mission (by default it is set to 30 minutes)
+
| 546 || 531 || rowspan="2" | {{Specs|ceiling}} || 19.9 || 20.6 || 10.8 || 10.8 || rowspan="2" | 343
 
|-
 
|-
| deathPenaltyMul
+
! Upgraded
| Sets the multiplier of removed tickets after someone dies (by default it is set to 1.0 = 100 tickets per death)
+
| 589 || 566 || 18.1 || 19.0 || 17.1 || 13.6
 
|-
 
|-
| postfix
+
|}
| <div class="mw-collapsible mw-collapsed" style="width:100%">Adds a gamemode name before the mission name<div class="mw-collapsible-content">
+
 
''Note: There's a missionNamePostfix condition which lets you check the mission postfix''
+
==== Details ====
</div><div>
+
{| class="wikitable" style="text-align:center" width="50%"
 
|-
 
|-
| ctaCaptureZoneEqualPenaltyMult
+
! colspan="5" | Features
| Sets the multiplier of tickets drain when both teams have captured the same amount of zones (when each team have at least 1 zone captured, both team will lose tickets with this mul)
 
 
|-
 
|-
| ctaCaptureZoneDiffPenaltyExp
+
! Combat flaps !! Take-off flaps !! Landing flaps !! Air brakes !! Arrestor gear
| When one team have on N more captured zones - enemy tickets will decrease faster. Mul calc as (if zones_num_t1 < zones_num_t2):(zones_num_t2 - zones_num_t1) ^ ctaCaptureZoneDiffPenaltyExp
 
 
|-
 
|-
| useAlternativeMapCoord
+
| || ✓ || ✓ || X || X    <!-- ✓ -->
| If checked will use alternative map coordinates
 
 
|-
 
|-
| useKillStreaks
+
|}
| Unknown
 
|-
 
| allowedKillStreaks
 
| Unknown
 
|-
 
| nameKillStreaks:t=""
 
| <div class="mw-collapsible mw-collapsed" style="width:100%">Adds killstreak system from Arcade Battles (spawning in airplanes or helicopters after getting required amount of kills), you need to add this line manually by editing the mission blk file<div class="mw-collapsible-content">
 
'''Available killstreak presets:'''
 
  
* killStreaksAircraftOrHelicopter
+
{| class="wikitable" style="text-align:center" width="50%"
* killStreaks_survival_event_aircraftOrHelicopter
 
</div><div>
 
 
|-
 
|-
| randomSpawnTeams
+
! colspan="7" | Limits
| Unknown
 
 
|-
 
|-
| remapAiTankModels
+
! rowspan="2" | Wings (km/h)
| Unknown
+
! rowspan="2" | Gear (km/h)
 +
! colspan="3" | Flaps (km/h)
 +
! colspan="2" | Max Static G
 
|-
 
|-
| isBotsAllowed
+
! Combat !! Take-off !! Landing !! + !! -
| Disables or enables bots
 
 
|-
 
|-
| battleAreaColorPreset
+
| {{Specs|destruction|body}} || {{Specs|destruction|gear}} || 450 || 450 || 241 || ~11 || ~8
| Select the color type of the battle area
 
 
|-
 
|-
| ingnoreInvulnerableTimer
+
|}
| Disable or enable a spawn protection (making the player not able to be damaged)
 
|-
 
| allowedUnitTypes
 
| Select which unit types are allowed in your mission
 
|-
 
| useCustomSuperArtillery
 
| <div class="mw-collapsible mw-collapsed" style="width:100%">Enable or disable custom artillery type for use in tanks and ships<div class="mw-collapsible-content">
 
''Note: You can also enable or disable it by using '''missionCustomArtillery''' action''
 
</div><div>
 
|-
 
| customSuperArtillery
 
| <div class="mw-collapsible mw-collapsed" style="width:100%">Sets the custom artillery type<div class="mw-collapsible-content">
 
'''Available custom artillery types:'''
 
  
* structures/streakartillery_203mm_r100m
+
{| class="wikitable" style="text-align:center"
* structures/streakartillery_203mm_r150m
 
* structures/streakartillery_203mm_r150m
 
* structures/streakartillery_203mm_r200m
 
* structures/ussr_152mm_d1
 
* structures/ussr_122mm_m30_smoke
 
* structures/ussr_152mm_ml20
 
* structures/ussr_152mm_ml20_large
 
* structures/ussr_203mm_b4
 
* structures/ussr_quest_large_art
 
* structures/germ_3x280mm_sk_c34
 
</div><div>
 
 
|-
 
|-
| missionType
+
! colspan="4" | Optimal velocities
| Lets you select a mission type which you will be able to select in game (you need to set it up by adding proper actions and conditions)
 
 
|-
 
|-
| maxRespawns
+
! Ailerons<br>(km/h)
| Set the number of available respawns
+
! Rudder<br>(km/h)
 +
! Elevators<br>(km/h)
 +
! Radiator<br>(km/h)
 
|-
 
|-
| allowEmptyTeams
+
| < 370 || < 400 || < 440 || > 270
| Lets you play alone in multiplayer missions
 
 
|-
 
|-
| missionCostMul
+
|}
| Unknown
+
 
|-
+
{| class="wikitable" style="text-align:center"
| respawnTimeMultiplier
 
| Sets a multiplier of how long it will take to respawn (respawn counter)
 
|-
 
| useSpawnScore
 
| Enables Spawn Points system (for more details check '''Enabling Spawn Points system''' category)
 
 
|-
 
|-
| country_allies
+
! colspan="3" | Compressor (RB/SB)
| Set a country for the first team
 
 
|-
 
|-
| country_axis
+
! colspan="3" | Setting 1
| Set a country for the second team
 
 
|-
 
|-
| mission
+
! Optimal altitude
| Makes it possible to set different mission settings like tickets amount for different gamemodes (AB, RB, SB)
+
! 100% Engine power
 +
! WEP Engine power
 
|-
 
|-
| groundKillWpBudget
+
| 7,620 m || 1,100 hp || 1,199 hp
| <div class="mw-collapsible mw-collapsed" style="width:100%">Unknown<div class="mw-collapsible-content">
 
* max_players: Unknown
 
* max_total_budget: Unknown
 
* min_total_budget: Unknown
 
* min_total_budget_multiplier: Unknown
 
* supposed_personal_part_of_total_budget_for_one_player:Unknown
 
* min_mul_for_personal_price: Unknown
 
</div><div>
 
 
|-
 
|-
 
|}
 
|}
  
== Game type parameters ==
+
=== Survivability and armour ===
 +
''Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.''
  
{| class="wikitable" style="width: 100%;"
+
== Armaments ==
|+
+
=== Offensive armament ===
! style="width: 20%;" |Option
+
<!-- ''Describe the offensive armament of the aircraft, if any. Describe how effective the cannons and machine guns are in a battle, and also what belts or drums are better to use. If there is no offensive weaponry, delete this subsection.'' -->
! style="width: 80%;" |Description
+
{{main|M2 Browning (12.7 mm)}}
|-
 
| gt_mp_tickets
 
| Enables or disables tickets functionality (can be used in SP missions)
 
|-
 
| gt_mp_capture
 
| Enables or disables capture zones (by using '''missionMarkAsCaptureZone''' action, can be used in SP missions)
 
|-
 
| gt_mp_solo
 
| Unknown
 
|-
 
| gt_cooperative
 
| Parameter used for creating cooperative missions
 
|-
 
| gt_reload_explosives
 
| Unknown
 
|-
 
| gt_ffa
 
| If enabled, will change the mission into a free for all mode (everyone vs everyone without teams)
 
|-
 
| gt_race
 
| If enabled, will change the mission into a race mode (it is the best to use it with '''beginRaceMode''' action)
 
|-
 
| gt_football
 
| If enabled, will change the mission into a football mode (to make it work you need to use options from the '''football params''' tab and copy these two lines under the '''mission{''' block: isPhysPredictionEnabled:b=yes isPreciseCollisionDetectionEnabled:b=yes )
 
|-
 
| gt_last_man_standing
 
| If enabled, will change the mission into a battle royale mode (to make it work you need to use '''missionSetBattleRoyaleArea''' action)
 
|-
 
| gt_mp_score
 
| Shows the score on top of screen (killed player units, deaths, your place in team etc.) and hides the tickets bar
 
|-
 
| gt_versus
 
| Disables or enables it's multiplayer functionality
 
|-
 
|}
 
  
== Enabling Spawn Points system ==
+
The '''''{{PAGENAME}}''''' is armed with:
 +
* 2 x 12.7 mm M2 Browning machine guns, nose-mounted (200 rpg = 400 total)
 +
* 2 x 12.7 mm M2 Browning machine guns, wing-mounted (200 rpg = 400 total)
  
Spawn Points system is a feature that can allow you add an additional spawn requirement, the need of gaining Spawn Points by completing various mission objectives or destroying units controlled by players. In Realistic Battles for Ground Forces they are needed if you want to spawn in another vehicle after you loose your current one, better vehicles require more Spawn Points and every time you die it will increase Spawn Points requirements. In Enduring Confrontation game mode you need Spawn Points to spawn in better airplanes, right after joining to battle you get 200 SP which allows you to spawn in airplanes with the lowest Battle Rating in bracket of that battle (for example 5.0 in 5.0-6.3 battle) and in a vehicle that has higher BR by 0.3. This section will explain how to make this system work in the custom multiplayer missions.
+
== Usage in battles ==
[[File:Screenshot of a Spawn Points system.jpg|250px|thumb|right]]
+
<!-- ''Describe the tactics of playing in the aircraft, the features of using aircraft in a team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view, but instead, give the reader food for thought. Examine the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 +
P-43 pilots should climb at the beginning of a match. A climb angle of about 25 degrees should work fine. Aim to reach 4000 m before leveling out and gaining speed. Generally, the Lancer will be pitted against Japanese fighters.
  
:1. Go to '''Mission Settings:> Versus params''' and enable '''useSpawnScore'''
+
The P-43 is a heavy hitter and can be used for both Boom & Zoom tactics or as a bomber hunter. While still a fairly manoeuvrable aircraft, it is suggested to avoid turn-fighting especially with Bf 109s and A6M Zeros which will dance around the P-43.
:2. If you haven't saved the mission yet then do it now
 
:3. Open the blk mission file in Notepad
 
:4. Scroll down to the '''mission{''' block
 
:5. Paste all that code below to your .blk file under the '''mission{''' block so it looks like on the screenshot to the right
 
  
customSpawnScore{
+
The four .50 calibre machine guns are the perfect platform for P-43 as a Boom & Zoom fighter. With diving speeds, the P-43 can race down and attack an enemy aircraft and then with full throttle can climb right back up to the perch where it was. Any enemy aircraft testing fate by climbing up after you, will most likely run out of energy and stall out, floating helplessly waiting for gravity to take over. At this point, the P-43 can rudder over with its large tail rudder and once again dive, but at this point will have a quite stationary target to eliminate. Once dispatched, the P-43 should climb right back up to its observation altitude and look for its next target.
  base_respawn_points_coef:i=250
 
  br_diff_mul_Air:r=0.0
 
  br_diff_mul_Tank:r=0.0
 
  max_br_diff:r=0.0
 
  spawn_pow:r=0.0
 
  spawnCostMulForFighterWithBombs:r=0.0
 
  // If you want to add multipliers for specific vehicles units or types then add them here and remove '''"//"'''
 
}
 
  
:6. Save the file, reload the mission in the Mission Editor
+
One challenge of flying a fighter aircraft is the ability to climb higher altitudes to get to bombers. Many fighters simply do not have any superchargers or turbo-superchargers which allow it to continue to climb in the thinner air. The P-43 was outfitted with one such turbo-supercharger and therefore can easily get up to bomber altitude and pick off any pesky bombers orbiting ground targets. While the P-43 does not have any armour and can easily be disabled with a few machine gun rounds, it is advised to come at most bombers from the front, from above or from the side where many bombers tend to be the weakest in armament. It is important to attack critical components on the bomber such as the engines or the pilot as many bomber bodies and wings can easily soak up a large number of 12.7 mm rounds before systems begin to fail. As a bomber interceptor, it is important that you are attacking a bomber for the shortest amount of time possible because of their ability to shoot back.
::''Note: If you save your mission in the Mission Editor after adding this script it won't remove these lines''
 
  
 +
For those aircraft which find themselves facing a P-43 in combat, head-on encounters can work to take out an engine or the pilot, but beware of the 4 x .50 calibre machine guns pointing at you, typically fire off some rounds at range and then take evasive manoeuvres setting up for an Immelmann or a Split-S right before or right after passing so to get your guns on target before the P-43 has a chance to manoeuvre or zoom away. If you are lucky to catch a P-43 pilot in a turn fight, maximize your turns with flaps and throttle control and it should not be long before you are in a situation where you have a firing solution and dispatch the aircraft. If you can bleed the P-43's energy, then there will not be many options left for that pilot and leave you holding all the important cards in the deck.
  
 +
*The most dangerous enemies will be Ki-43s, A6Ms, Spitfires, P-40's, Bf-109's and Ki-61s.
  
: Explanation of what Spawn Points system lines do:
+
The limited ammo means trigger discipline is important - something made a bit easier by the poor armour of those enemies. Use stealth belts. 400 m convergence is recommended, and you will want to wait until you are 0.5 km away to start firing. In a good pilot's hands, a P-43 can easily take out 5 enemy aircraft. However, if not played with a boom and zoom tactic, it is a sitting duck.  The P-43 is a good plane for pilots the offers a great learning step towards the P-47.
:''Note: Setting them to 0.0 will disable selected features (the one with the number set to 0.0)''
 
  
:{| class="wikitable" style="width: 90%;"
+
=== Manual Engine Control ===
|+
+
{| class="wikitable" style="text-align:center"
! style="width: 20%;" |Option
 
! style="width: 70%;" |Description
 
 
|-
 
|-
| base_respawn_points_coef
+
! colspan="7" | MEC elements
| <div class="mw-collapsible mw-collapsed" style="width:100%">Sets a default Spawn Points amount, for example if you set it to '''1''' then you will need '''1 SP''' to spawn in vehicles<div class="mw-collapsible-content">
 
''Note: If you set it to 1 you will be give every vehicle an exact Spawn Points value, so if you set it to 700.0 then you will need '''700 SP''' in game to spawn in it''
 
</div><div>
 
 
|-
 
|-
| br_diff_mul_Air
+
! rowspan="2" | Mixer
| Sets a multiplier of Spawn Points for airplanes which depends on what BR do they have (the higher BR the higher needed SP amount)
+
! rowspan="2" | Pitch
 +
! colspan="3" | Radiator
 +
! rowspan="2" | Supercharger
 +
! rowspan="2" | Turbocharger
 
|-
 
|-
| br_diff_mul_Tank
+
! Oil !! Water !! Type
| Sets a multiplier of Spawn Points for tank which depends on what BR do they have (the higher BR the higher needed SP amount)
 
 
|-
 
|-
| max_br_diff
+
| Controllable || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Controllable<br>Not auto controlled || Separate || Not controllable<br>1 gear || Auto controlled
| Increases a difference of Spawn Points between units with different Battle Rating
 
|-
 
| spawn_pow
 
| Increases Spawn Points requirements after every death
 
|-
 
| spawnCostMulForFighterWithBombs
 
| Sets a multiplier of Spawn Points for airplanes with loaded bombs or other weapons
 
|-
 
| spawnCostMulForHelicopterWithATGM
 
| Sets a multiplier of Spawn Points for helicopters with loaded ATGMs
 
|-
 
| maxRespawnPointsMul
 
| Unknown
 
 
|-
 
|-
 
|}
 
|}
: You can also set a multiplier for every single vehicle or group of them (sorting by their type)
 
 
 
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Available Spawn Point names for specific unit types:'''<div class="mw-collapsible-content">
 
  exp_fighter:r=0.0
 
  exp_bomber:r=0.0
 
  exp_assault:r=0.0
 
 
 
  exp_tank:r=0.0
 
  exp_heavy_tank:r=0.0
 
  exp_tank_destroyer:r=0.0
 
  exp_SPAA:r=0.0
 
 
 
  exp_ship:r=0.0
 
  exp_torpedo_boat:r=0.0
 
  exp_gun_boat:r=0.0
 
  exp_torpedo_gun_boat:r=0.0
 
  exp_submarine_chaser:r=0.0
 
  exp_naval_ferry_barge:r=0.0
 
  exp_cruiser:r=0.0
 
  exp_destroyer:r=0.0
 
</div></div>
 
 
 
 
: To add a multiplier for a specific vehicle you need to add it's name and then add ''':r=0.0''' (with any number set by you) to it, you can find the list of all vehicles [https://wiki.warthunder.com/CDK_Reference#Units here].
 
:: Example:
 
:: '''bf-109g-14:r=1.5'''
 
 
 
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Here's an example block:'''<div class="mw-collapsible-content">
 
customSpawnScore{
 
  base_respawn_points_coef:i=1
 
  br_diff_mul_Air:r=0
 
  br_diff_mul_Tank:r=0
 
  max_br_diff:r=0
 
  spawn_pow:r=0
 
  us_m4a3e8_76w_sherman:r=700
 
  us_m4a3e2_76w_sherman_jumbo:r=1100
 
  p-47d:r=1100
 
  p-47d-28:r=1100
 
  p-51d-5:r=1100
 
  p-51d-10:r=1100
 
  p-51d-20:r=1100
 
  p-38l:r=1100
 
  a-20g:r=1100
 
  germ_pzkpfw_VI_ausf_b_tiger_IIh:r=2000
 
  germ_pzkpfw_VI_ausf_h1_tiger:r=1500
 
  germ_pzkpfw_VI_ausf_e_tiger:r=1600
 
  germ_pzkpfw_V_ausf_g_panther:r=1200
 
  germ_panzerjager_nashorn:r=700
 
  germ_panzerjager_panther:r=1400
 
  germ_panzerbefelhswagen_jagdpanther:r=1400
 
  fw-190a-8:r=1100
 
  bf-109g-6:r=1100
 
  bf-109g-10:r=1100
 
  bf-109g-14:r=1100
 
}
 
</div></div>
 
 
== Limiting amount and type of units available for respawn ==
 
 
This script allows you to set a specific number of available respawns for specific vehicles or types of them, you can limit how many times can one team respawn or how many times can players use a specific vehicle.
 
 
To make this script work:
 
 
:1. If you haven't saved the mission yet then do it now
 
:2. Open the blk mission file in Notepad
 
:3. Scroll down to the '''mission{''' block
 
:4. Paste all that code below to your .blk file under the '''mission{''' block so it looks like on the screenshot to the right [[File:Screenshot of a Shared Pool script.jpg|250px|thumb|right]]
 
  
customRules{
+
=== Modules ===
  name:t="sharedPool"{
+
{| class="wikitable"
  teams{
+
! Tier
    teamA{
+
! colspan="2" | Flight performance
    playerMaxSpawns:i=5 // 5 spawns per player
+
! Survivability
    spawnLimit:i=100 // 100 spawns for team
+
! Weaponry
      limitedUnits{
 
      }
 
      unlimitedUnits{
 
      }
 
    }
 
    teamB{
 
    playerMaxSpawns:i=5
 
    spawnLimit:i=100
 
      limitedUnits{
 
      }
 
      unlimitedUnits{
 
      }
 
    }
 
  }
 
  }
 
}
 
 
 
:5. Save the file, reload the mission in the Mission Editor
 
::''Note: If you save your mission in the Mission Editor after adding this script it won't remove these lines''
 
 
 
: Explanation of what Shared Pool script lines do:
 
:{| class="wikitable" style="width: 90%;"
 
|+
 
! style="width: 20%;" |Option
 
! style="width: 70%;" |Description
 
 
|-
 
|-
| teamA
+
| I
| Under this block you put all units that you want to restrict for the '''A''' or '''1''' team
+
| Fuselage repair
 +
| Radiator
 +
|
 +
| Offensive 12 mm
 
|-
 
|-
| teamB
+
| II
| Under this block you put all units that you want to restrict for the '''B''' or '''2''' team
+
|
 +
| Compressor
 +
| Airframe
 +
|
 
|-
 
|-
| spawnLimit
+
| III
| Sets a maximum amount of respawn for team
+
| Wings repair
 +
| Engine
 +
|
 +
| New 12 mm MGs
 
|-
 
|-
| playerMaxSpawns
+
| IV
| Sets a maximum amount of respawns per player
+
|
|-
+
| Engine injection
| limitedUnits
+
| Cover
| You put there all vehicles types or specific ones and add ''':i=''' with a number, it will set a spawn amount limit for that specific unit
+
|
|-
 
| unlimitedUnits
 
| You can set if you want to make amount of specific units unlimited
 
 
|-
 
|-
 
|}
 
|}
: To set amount of respawns for a specific vehicle you need to add it's name and then add ''':i=1''' (with any number set by you) to it, you can find the list of all vehicles [https://wiki.warthunder.com/CDK_Reference#Units here].
 
: Example:
 
::''bf-109g-14:i=1''
 
 
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Here's an example block:'''<div class="mw-collapsible-content">
 
customRules{
 
  name:t="sharedPool"
 
 
  teams{
 
    teamA{
 
    playerMaxSpawns:i=5
 
    spawnLimit:i=80
 
    limitedUnits{
 
    us_m4a1_76w_sherman:i=10
 
    us_m4a2_76w_sherman:i=18
 
    us_m4a3e2_sherman_jumbo:i=12
 
    us_m4a3e2_sherman_jumbo_cobra_king:i=8
 
    us_m4a3e2_76w_sherman_jumbo:i=6
 
    us_m4a3e8_76w_sherman:i=10
 
    us_m18_hellcat:i=8
 
    us_m36:i=10
 
    us_halftrack_m15:i=8
 
    us_halftrack_m16:i=8
 
    p-47d:i=4
 
    p-47d-28:i=4
 
    p-51d-5:i=4
 
    p-51d-10:i=4
 
    p-51d-20:i=4
 
    p-38l:i=4
 
    a-20g:i=4
 
    }
 
    unlimitedUnits{
 
    us_m4a2_sherman:b=yes
 
    us_m24_chaffee:b=yes
 
    us_m10:b=yes
 
    }
 
  }
 
    teamB{
 
    playerMaxSpawns:i=5
 
    spawnLimit:i=80
 
    limitedUnits{
 
    germ_pzkpfw_VI_ausf_b_tiger_IIh:i=2
 
    germ_pzkpfw_VI_ausf_h1_tiger:i=3
 
    germ_pzkpfw_VI_ausf_e_tiger:i=3
 
    germ_pzkpfw_V_ausf_a_panther:i=8
 
    germ_pzkpfw_V_ausf_g_panther:i=10
 
    germ_panzerjager_nashorn:i=8
 
    germ_panzerjager_panther:i=4
 
    germ_panzerbefelhswagen_jagdpanther:i=4
 
    germ_flakpanzer_IV_Wirbelwind:i=8
 
    germ_pz_IV_L70:i=10
 
    fw-190a-8:i=4
 
    bf-109g-6:i=3
 
    bf-109g-10:i=3
 
    bf-109g-14:i=3
 
    }
 
    unlimitedUnits{
 
    germ_pzkpfw_IV_ausf_H:b=yes
 
    germ_pzkpfw_IV_ausf_J:b=yes
 
    germ_panzerbefelhswagen_IV_ausf_J:b=yes
 
    germ_stug_III_ausf_G:b=yes
 
    }
 
  }
 
  }
 
}
 
</div></div>
 
 
== Enabling custom difficulty ==
 
 
Custom difficulty is the same feature that is available in game when you create a custom battle, you can see it on the top of window and it is called '''Difficulty'''. The only difference between it and the mission version is that you can add and customize more options in the mission file.
 
 
To make this script work:
 
  
:1. If you haven't saved the mission yet then do it now
+
=== Pros and cons ===
:2. Open the blk mission file in Notepad
+
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in the bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
:3. Scroll down to the '''mission{''' block
 
:4. Check if you have this line there '''difficulty:t=''', if no then add this '''difficulty:t="custom"''', if yes then replace everything after ''':t="''' with '''"custom"'''
 
:5. Make sure that '''openDiffLevels''' is disabled (unchecked) in '''Mission Settings -> mission -> Common params''' (or just add it manually by pasting this line '''openDiffLevels:b=no''')
 
:6. Paste all that code below to your .blk file under the '''mission{''' block so it looks like on the screenshot to the right
 
[[File:Custom difficulty settings in the Mission Editor.jpg|250px|thumb|right]]
 
''Important note: All values after ''':i=''' can be set to 0, 1 or 2, all values after ''':b=''' can be set to '''no''' or '''yes'''''
 
  
netDifficultyBlk{
+
'''Pros:'''
    baseDifficulty:i=1
 
    engineControl:i=1
 
    respDifficulty:i=1
 
    realGunnery:i=1
 
    realDamageModels:b=yes
 
    stallsAndSpins:b=yes
 
    redOuts:b=yes
 
    mortalPilots:b=yes
 
    manualTrimming:b=no
 
    torqueAndGyro:b=no
 
    limitedBombsMissiles:b=yes
 
    noArcadeBoost:i=1
 
    limitViews:i=0
 
    flutter:b=yes
 
    hudAimPrediction:b=no
 
    hudShowSpeedVector:b=no
 
    hudMarkers:i=2
 
    hudMarkerArrows:b=yes
 
    hudAircraftMarkersMaxDist:i=3
 
    hudIndicators:b=yes
 
    hudShowTankDistance:b=no
 
    hudMapAircraftMarkers:i=2
 
    hudMapGroundMarkers:i=2
 
    hudTankMapAircraftMarkers:i=2
 
    hudTankMapGroundMarkers:i=1
 
    hudMarkersBlink:b=yes
 
    hudRadar:b=yes
 
    hudDamageModel:i=1
 
    hudDamageIndicator:b=yes
 
    hudTankDamageLog:b=yes
 
    hudLargeAwardMessages:b=yes
 
    hudWarnings:b=yes
 
    hudOutline:b=no
 
    noRespawns:b=no
 
    aircraftHelpers:b=no
 
    collectiveDetection:b=yes
 
    distDetection:i=1
 
    allowControlHelpers:i=0
 
    forceInstructor:b=no
 
    playerTurretDeviation:i=1
 
    boostersFuel:i=1
 
    ctaCaptureMul:i=1
 
    damageModel:i=1
 
    hudTankRangefinder:i=1
 
    hudSendSquareTimeInterval:i=45
 
    hudSendSquareNumPlayers:i=3
 
    hudSendSquareTimeFromStart:i=900
 
    noviceDM:b=no
 
    crewHealingOnlyOnCaptureZone:b=yes
 
    showBombSight:b=no
 
    showRadarGunSight:b=no
 
    visibleNotTraceableIndicators:b=yes
 
    showShipBulletTimer:b=yes
 
    enableLeaveKills:b=yes
 
    airToAirMissileDetection:b=yes
 
    nightVisionInTPS:b=yes
 
}
 
  
 +
* Decent top speed
 +
* Respectable firepower
 +
* Good high-speed manoeuvrability
 +
* Good dive speed
 +
* Mostly faces Japanese aircraft
  
Explanation of what all these lines do:
+
'''Cons:'''
  
{| class="wikitable" style="width: 100%;"
+
* Low-speed manoeuvrability is not very good
|+
+
* No payload options
! style="width: 20%;" |Option
+
* Low ammo
! style="width: 80%;" |Description
 
|-
 
| baseDifficulty
 
| Enables basic properties for selected difficulty (0 - AB, 1 - RB, 2 - SB)
 
|-
 
| engineControl
 
| Engine Control
 
|-
 
| respDifficulty
 
| Respawn time multiplier set (0 - easy, 1 - medium, 2 - hard)
 
|-
 
| realGunnery
 
| Realistic Gunnery
 
|-
 
| realDamageModels
 
| realDamageModels (Allows you to toggle between realistic and simplified damage models)
 
|-
 
| stallsAndSpins
 
| Stalls
 
|-
 
| redOuts
 
| Redouts / Blackouts
 
|-
 
| mortalPilots
 
| Mortal pilots
 
|-
 
| manualTrimming
 
| Manual trimming
 
|-
 
| torqueAndGyro
 
| Torque effect
 
|-
 
| limitedBombsMissiles
 
| Limited bombs and missiles
 
|-
 
| noArcadeBoost
 
| Disable arcade boost
 
|-
 
| limitViews
 
| Changes available camera positions (third person camera view, first person camera view) and other options (1 - first person + third person + virtual views, 2 - first person + virtual views or 3 - first person only + disables third person artillery view)
 
|-
 
| flutter
 
| Flutter effect
 
|-
 
| hudAimPrediction
 
| [HUD] aim prediction (Enable/disable aim prediction)
 
|-
 
| hudShowSpeedVector
 
| [HUD] speed vector (Enable/disable speed vector)
 
|-
 
| hudMarkers
 
| [HUD] units names and distances (Enable/disable displaying of unit names and distances to them)
 
|-
 
| hudMarkerArrows
 
| [HUD] marker arrows (Enable/disable display of arrows near the edges of the screen, pointing at targets)
 
|-
 
| hudAircraftMarkersMaxDist
 
| Markers rendering distance
 
|-
 
| hudIndicators
 
| [HUD] indicators (Enable/disable indicators of throttle, speed, altitude, etc. in the upper left corner of the screen)
 
|-
 
| hudShowTankDistance
 
| [HUD] units distances for tanks (Enable/disable displaying of distances to units for tanks)
 
|-
 
| hudMapAircraftMarkers
 
| [HUD] aircraft markers on map (Enable/disable aircraft indication on Tactical map)
 
|-
 
| hudMapGroundMarkers
 
| [HUD] vehicles markers on map (Enable/disable vehicles indication on Tactical map)
 
|-
 
| hudTankMapAircraftMarkers
 
| [HUD] aircraft markers on tank map (Enable/disable aircraft indication on Tactical map for tanks)
 
|-
 
| hudTankMapGroundMarkers
 
| [HUD] vehicles markers on tank map (Enable/disable vehicles indication on Tactical map for tanks)
 
|-
 
| hudMarkersBlink
 
| [HUD] mission target blink
 
|-
 
| hudRadar
 
| [HUD] radar (Enable/disable radar)
 
|-
 
| hudDamageModel
 
| [HUD] damaged model indicators (Enable/disable damage model indicator)
 
|-
 
| hudDamageIndicator
 
| [HUD] damage indicators (Enable/disable damage indicator)
 
|-
 
| hudTankDamageLog
 
| Unknown
 
|-
 
| hudLargeAwardMessages
 
| [HUD] large award messages (Enable/disable large award messages)
 
|-
 
| hudWarnings
 
| [HUD] onscreen warnings (Enable/disable onscreen warnings)
 
|-
 
| hudOutline
 
| Unknown
 
|-
 
| noRespawns
 
| Respawns (Enable/disable respawns of players)
 
|-
 
| aircraftHelpers
 
| Aircraft helpers (Helps to control the plane by adapting the speed in different situations)
 
|-
 
| collectiveDetection
 
| [HUD] Shared vision (Allows to see markers of enemies within your teammates' search angle.)
 
|-
 
| distDetection
 
| Changes the distance of spotting units (0 - near, 1 - normal, 2 - far)
 
|-
 
| allowControlHelpers
 
| Allow control helpers
 
|-
 
| forceInstructor
 
| Force virtual instructor
 
|-
 
| playerTurretDeviation
 
| Changes the way how aiming works in turrets and properties of targeting the gun both vertically and horizontally at the same time (speed)
 
|-
 
| boostersFuel
 
| Unknown
 
|-
 
| ctaCaptureMul
 
| Changes the time required to capture zones (1, 2, 3, at this moment it is the same for every mode)
 
|-
 
| damageModel
 
| Changes main damage properties like allowing broken barrel to shot, simulating battery, bomb damage scale against airplanes etc. (0 - AB, 1 - RB, 2 - SB)
 
|-
 
| hudTankRangefinder
 
| Change how the rangefinder works(1 - like in AB, always visible, 2 - like in RB, activated by pressing a button, also introduces a measuring error and takes some time to check the distance, 3 - works like in '''2''')
 
|-
 
| hudSendSquareTimeInterval
 
| Unknown
 
|-
 
| hudSendSquareNumPlayers
 
| Unknown
 
|-
 
| hudSendSquareTimeFromStart
 
| Unknown
 
|-
 
| noviceDM
 
| Enable/disable simplified damage model which makes other units easier to destroy
 
|-
 
| crewHealingOnlyOnCaptureZone
 
| Makes it possible to heal unconscious crew members on capture zones
 
|-
 
| showBombSight
 
| Enable/disable the bomb sight marker on the ground
 
|-
 
| showRadarGunSight
 
| Unknown
 
|-
 
| checkTreesForIndicators
 
| Unknown
 
|-
 
| visibleNotTraceableIndicators
 
| Unknown
 
|-
 
| showShipBulletTimer
 
| Enable/disable ship cannons impact time on target
 
|-
 
| drawShipBulletFallIndicator
 
| Enable/disable ship cannons drop path when close to the impact area
 
|-
 
| enableLeaveKills
 
| Enable/disable giving the kill to the nearest player after bailing out
 
|-
 
| airToAirMissileDetection
 
| Enable/disable message on the screen when someone fires an AAM at you
 
|-
 
| nightVisionInTPS
 
| Enable/disable night or thermal vision in third person view
 
|-
 
| aircraftFriendlyFireForBanOnly
 
| Disables friendly fire
 
|-
 
|}
 
  
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Here are settings used in AB, RB and SB gamemodes:'''<div class="mw-collapsible-content">
+
== History ==
 +
''Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).''
  
'''Arcade Battles'''
+
== Media ==
netDifficultyBlk{
+
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
    baseDifficulty:i=0
 
    engineControl:i=0
 
    respDifficulty:i=0
 
    realGunnery:i=0
 
    realDamageModels:b=no
 
    stallsAndSpins:b=no
 
    redOuts:b=yes
 
    mortalPilots:b=yes
 
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    torqueAndGyro:b=no
 
    limitedBombsMissiles:b=no
 
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    hudMarkerArrows:b=yes
 
    hudAircraftMarkersMaxDist:i=3
 
    hudIndicators:b=yes
 
    hudShowTankDistance:b=yes
 
    hudMapAircraftMarkers:i=2
 
    hudMapGroundMarkers:i=2
 
    hudTankMapAircraftMarkers:i=2
 
    hudTankMapGroundMarkers:i=2
 
    hudMarkersBlink:b=yes
 
    hudRadar:b=yes
 
    hudDamageModel:i=0
 
    hudDamageIndicator:b=yes
 
    hudTankDamageLog:b=yes
 
    hudLargeAwardMessages:b=yes
 
    hudWarnings:b=yes
 
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    noRespawns:b=no
 
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    collectiveDetection:b=yes
 
    distDetection:i=2
 
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    showBombSight:b=yes
 
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    drawShipBulletFallIndicator:b=yes
 
    showShipBulletTimer:b=yes
 
    aircraftFriendlyFireForBanOnly:b=yes
 
    enableLeaveKills:b=yes
 
    airToAirMissileDetection:b=yes
 
    nightVisionInTPS:b=yes
 
}
 
  
 +
== See also ==
 +
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 +
* ''reference to the series of the aircraft;''
 +
* ''links to approximate analogues of other nations and research trees.''
  
'''Realistic Battles'''
+
== External links ==
netDifficultyBlk{
+
''Paste links to sources and external resources, such as:''
    baseDifficulty:i=1
+
* ''topic on the official game forum;''
    engineControl:i=1
+
* ''encyclopedia page on the aircraft;''
    respDifficulty:i=1
+
* ''other literature.''
    realGunnery:i=1
 
    realDamageModels:b=yes
 
    stallsAndSpins:b=yes
 
    redOuts:b=yes
 
    mortalPilots:b=yes
 
    manualTrimming:b=no
 
    torqueAndGyro:b=no
 
    limitedBombsMissiles:b=yes
 
    noArcadeBoost:i=1
 
    limitViews:i=0
 
    flutter:b=yes
 
    hudAimPrediction:b=no
 
    hudShowSpeedVector:b=no
 
    hudMarkers:i=2
 
    hudMarkerArrows:b=yes
 
    hudAircraftMarkersMaxDist:i=3
 
    hudIndicators:b=yes
 
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    hudSendSquareTimeFromStart:i=900
 
    noviceDM:b=no
 
    crewHealingOnlyOnCaptureZone:b=yes
 
    showBombSight:b=no
 
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    visibleNotTraceableIndicators:b=yes
 
    showShipBulletTimer:b=yes
 
    enableLeaveKills:b=yes
 
    airToAirMissileDetection:b=yes
 
    nightVisionInTPS:b=yes
 
}
 
 
'''Simulator Battles'''
 
netDifficultyBlk{
 
    baseDifficulty:i=2
 
    engineControl:i=2
 
    respDifficulty:i=2
 
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    limitedBombsMissiles:b=yes
 
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    hudShowSpeedVector:b=no
 
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    hudRadar:b=no
 
    hudDamageModel:i=2
 
    hudDamageIndicator:b=yes
 
    hudTankDamageLog:b=yes
 
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    hudWarnings:b=no
 
    hudOutline:b=no
 
    noRespawns:b=no
 
    aircraftHelpers:b=no
 
    collectiveDetection:b=yes
 
    distDetection:i=0
 
    allowControlHelpers:i=3
 
    forceInstructor:b=no
 
    playerTurretDeviation:i=2
 
    boostersFuel:i=2
 
    ctaCaptureMul:i=2
 
    damageModel:i=2
 
    hudTankRangefinder:i=2
 
    noviceDM:b=no
 
    crewHealingOnlyOnCaptureZone:b=yes
 
    showBombSight:b=no
 
    showRadarGunSight:b=no
 
    visibleNotTraceableIndicators:b=yes
 
    enableLeaveKills:b=yes
 
    airToAirMissileDetection:b=no
 
    nightVisionInTPS:b=no
 
}
 
</div></div>
 
  
[[Category:War Thunder CDK]]
+
{{AirManufacturer Republic}}
[[Category:Custom_missions]]
+
{{China fighters}}

Revision as of 22:37, 6 May 2020

p-43a-1_china.png
␗P-43A-1
AB RB SB
3.0 2.7 2.7
Class:
Research:5 600 Specs-Card-Exp.png
Purchase:22 000 Specs-Card-Lion.png
Show in game
This page is about the Chinese fighter P-43A-1 (China). For American version, see P-43A-1.

Description

GarageImage P-43A-1 (China).jpg


The ␗P-43A-1 is a rank II Chinese fighter with a battle rating of 3.0 (AB) and 2.7 (RB/SB). It was introduced in Update 1.91 "Night Vision".

General info

Flight performance

The P-43 was started as a private venture by the Seversky Aircraft Company (later known as Republic) which sought to improve upon its earlier fighter design the P-35. Several design changes turned this fighter into a good platform of which made the leap to the younger sibling, the P-47. The P-43 in its own right during 1940 when introduced to the United States Army Air Corps (USAAC) was the only fighter which excelled at high-altitude performance due to its belly-mounted turbo-supercharger and an effective oxygen system to sustain the pilot at those heights.

Much like its predecessor and successor, the P-43 is a heavy fighter with a large engine which fills the role of a fighter/interceptor. Japanese aircraft at this rank can still outturn the P-43, but if used properly as a Boom & Zoom fighter, there should not be any need to turn fight. Priorities are to gain altitude and then be selective of the targets. Use diving speeds to zip in, shoot the enemy aircraft and then pull up and climb away. Resist the temptation of immediately turning back and finishing off an aircraft which was missed or wounded as doing so will only cause the P-43 to bleed energy it needs to work at its optimum. As a last resort, if caught in a situation where you need to dogfight, do so, but look for a way out so that you don't become easy pickings for another enemy pilot.

Characteristics Max Speed
(km/h at 7,600 m)
Max altitude
(metres)
Turn time
(seconds)
Rate of climb
(metres/second)
Take-off run
(metres)
AB RB AB RB AB RB
Stock 546 531 9700 19.9 20.6 10.8 10.8 343
Upgraded 589 566 18.1 19.0 17.1 13.6

Details

Features
Combat flaps Take-off flaps Landing flaps Air brakes Arrestor gear
X X
Limits
Wings (km/h) Gear (km/h) Flaps (km/h) Max Static G
Combat Take-off Landing + -
760 281 450 450 241 ~11 ~8
Optimal velocities
Ailerons
(km/h)
Rudder
(km/h)
Elevators
(km/h)
Radiator
(km/h)
< 370 < 400 < 440 > 270
Compressor (RB/SB)
Setting 1
Optimal altitude 100% Engine power WEP Engine power
7,620 m 1,100 hp 1,199 hp

Survivability and armour

Examine the survivability of the aircraft. Note how vulnerable the structure is and how secure the pilot is, whether the fuel tanks are armoured, etc. Describe the armour, if there is any, and also mention the vulnerability of other critical aircraft systems.

Armaments

Offensive armament

Main article: M2 Browning (12.7 mm)

The P-43A-1 (China) is armed with:

  • 2 x 12.7 mm M2 Browning machine guns, nose-mounted (200 rpg = 400 total)
  • 2 x 12.7 mm M2 Browning machine guns, wing-mounted (200 rpg = 400 total)

Usage in battles

P-43 pilots should climb at the beginning of a match. A climb angle of about 25 degrees should work fine. Aim to reach 4000 m before leveling out and gaining speed. Generally, the Lancer will be pitted against Japanese fighters.

The P-43 is a heavy hitter and can be used for both Boom & Zoom tactics or as a bomber hunter. While still a fairly manoeuvrable aircraft, it is suggested to avoid turn-fighting especially with Bf 109s and A6M Zeros which will dance around the P-43.

The four .50 calibre machine guns are the perfect platform for P-43 as a Boom & Zoom fighter. With diving speeds, the P-43 can race down and attack an enemy aircraft and then with full throttle can climb right back up to the perch where it was. Any enemy aircraft testing fate by climbing up after you, will most likely run out of energy and stall out, floating helplessly waiting for gravity to take over. At this point, the P-43 can rudder over with its large tail rudder and once again dive, but at this point will have a quite stationary target to eliminate. Once dispatched, the P-43 should climb right back up to its observation altitude and look for its next target.

One challenge of flying a fighter aircraft is the ability to climb higher altitudes to get to bombers. Many fighters simply do not have any superchargers or turbo-superchargers which allow it to continue to climb in the thinner air. The P-43 was outfitted with one such turbo-supercharger and therefore can easily get up to bomber altitude and pick off any pesky bombers orbiting ground targets. While the P-43 does not have any armour and can easily be disabled with a few machine gun rounds, it is advised to come at most bombers from the front, from above or from the side where many bombers tend to be the weakest in armament. It is important to attack critical components on the bomber such as the engines or the pilot as many bomber bodies and wings can easily soak up a large number of 12.7 mm rounds before systems begin to fail. As a bomber interceptor, it is important that you are attacking a bomber for the shortest amount of time possible because of their ability to shoot back.

For those aircraft which find themselves facing a P-43 in combat, head-on encounters can work to take out an engine or the pilot, but beware of the 4 x .50 calibre machine guns pointing at you, typically fire off some rounds at range and then take evasive manoeuvres setting up for an Immelmann or a Split-S right before or right after passing so to get your guns on target before the P-43 has a chance to manoeuvre or zoom away. If you are lucky to catch a P-43 pilot in a turn fight, maximize your turns with flaps and throttle control and it should not be long before you are in a situation where you have a firing solution and dispatch the aircraft. If you can bleed the P-43's energy, then there will not be many options left for that pilot and leave you holding all the important cards in the deck.

  • The most dangerous enemies will be Ki-43s, A6Ms, Spitfires, P-40's, Bf-109's and Ki-61s.

The limited ammo means trigger discipline is important - something made a bit easier by the poor armour of those enemies. Use stealth belts. 400 m convergence is recommended, and you will want to wait until you are 0.5 km away to start firing. In a good pilot's hands, a P-43 can easily take out 5 enemy aircraft. However, if not played with a boom and zoom tactic, it is a sitting duck. The P-43 is a good plane for pilots the offers a great learning step towards the P-47.

Manual Engine Control

MEC elements
Mixer Pitch Radiator Supercharger Turbocharger
Oil Water Type
Controllable Controllable
Not auto controlled
Controllable
Not auto controlled
Controllable
Not auto controlled
Separate Not controllable
1 gear
Auto controlled

Modules

Tier Flight performance Survivability Weaponry
I Fuselage repair Radiator Offensive 12 mm
II Compressor Airframe
III Wings repair Engine New 12 mm MGs
IV Engine injection Cover

Pros and cons

Pros:

  • Decent top speed
  • Respectable firepower
  • Good high-speed manoeuvrability
  • Good dive speed
  • Mostly faces Japanese aircraft

Cons:

  • Low-speed manoeuvrability is not very good
  • No payload options
  • Low ammo

History

Describe the history of the creation and combat usage of the aircraft in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the aircraft;
  • links to approximate analogues of other nations and research trees.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the aircraft;
  • other literature.


Republic Aviation Corporation
Fighters  P-43A-1
  P-47D-22-RE · P-47D-25 · P-47D-28 · P-47M-1-RE · ⋠P-47M-1-RE · P-47N-15
Jet Aircraft  F-84B-26 · F-84F · F-84G-21-RE
  F-105D
Export  J9 Early*
  ␗P-43A-1
  ▄Thunderbolt Mk.1 · ▄P-47D-22-RE · ␗P-47D-23-RA · ▂P-47D-27 · ␗P-47D-30 · ▄P-47D-30
  ◄F-84F · ▄F-84F (Italy) · ▄F-84F (France) · F-84F IAF · F-84F
  ␗F-84G-21-RE · ▄F-84G-21-RE · ▄F-84G-26-RE · ␗F-84G-31-RE
Captured  ▀P-47D-16-RE · ▀P-47D
  *The company was named "Seversky Aircraft Company" before being renamed in 1939

China fighters
British  ␗Gladiator Mk I
French  D.510C
Japanese  ␗A6M2 · ␗Ki-27 otsu · ␗Ki-43-III ko · ␗Ki-44-II hei · ␗Ki-61-I otsu · ␗Ki-84 ko
American  CW-21 · Hawk III · P-66 · ␗P-40E-1 · H-81A-2 · ␗P-43A-1 · ␗P-47D-23-RA · ␗P-47D-30 · ␗P-51D-20 · ␗P-51K
Soviet  ␗I-15bis · ␗I-153 M-62 · ␗I-16 Chung 28 · ␗I-16 type 5 · ␗I-16 type 10 · ␗I-16 type 17 · ␗La-11 · ␗La-9