Difference between pages "Multiplayer mission creation" and "M60A3 TTS"

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{{Specs-Card|code=us_m60a3_tts}}
 +
{{About
 +
| about = American main battle tank '''{{PAGENAME}}'''
 +
| usage = other vehicles of the family
 +
| link = M60 (Family)
 +
}}
  
= How to create a basic multiplayer mission =
+
== Description ==
 +
<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle 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}} American medium tank {{Battle-rating}}. It was introduced in [[Update 1.95 "Northern Wind"]].
  
[[File:Multiplayer Mission Properties.jpg|250px|thumb|right]]
+
Very similar to the previous [[M60A1 RISE (P)]], the M60A3 TTS differs with the addition of a thermal sight for the gunner, a laser rangefinder replacing the original optical version, and access to better rounds. Weight, protection, mobility, and other characteristics are virtually the same as its predecessor - this tank holds no surprises. At its rank, the M60 platform begins to show its age, being much slower than a number of contemporary MBTs like the [[Leopard A1A1]] while not having enough armour to resist APFSDS rounds. It is best used with caution as a support or backup tank, where its good gun and thermals are effective and its deficiencies are less apparent.
  
:1. Run mission editor (missioned.cmd in WarThunderCDK folder).
+
== General info ==
:2. Select a map in '''Select binary dump file''' window by pressing '''...''' tab (all map files are stored here: '''WarThunder\levels''')
+
=== Survivability and armour ===
::''Note: You can edit a mission without loaded map, location in scene viewer is just a preview.''
+
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
:3. Set basic settings in the Mission Editor.
 
  
::*Choose the side toolbar '''Mission Settings -> mission'''
+
The armour layout of the M60A3 TTS is the same as the M60A1 RISE (P). The ERA is very apparent, and each panel offers 370 mm of protection against chemical rounds and a measly 5 mm of protection against kinetic rounds. This is enough to stop the majority of HEAT-FS rounds that the M60A3 will encounter, but only for the first hit. Impacts from chemical rounds will destroy large swathes of panels, and follow up shots can be lethal. Many ATGMs, particularly those with tandem warheads, can overcome the ERA and damage the tank since the M60 does not have composite armour underneath, so incoming missiles should still be avoided or otherwise dealt with. It should also be noted that the ERA coverage has some gaps, particularly around the turret ring and the gunner's sight.
::*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
 
::*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's 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's 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'''===
+
The underlying base armour is similar to the layout originally featured on the [[M60A1 (AOS)]]. It consists entirely of cast and rolled homogeneous armour. The frontal hull armour and turret cheeks are fairly thick and can generally shrug off fire from Soviet APHE rounds and autocannons, but the gun mantlet is modeled as having only 127 mm of CHA (with some sloping) and is a major weak point. The turret ring is another weak zone, only 114 mm thick and fairly large in size. The commander's cupola bulges from the top of the turret and is lightly protected, making it an attractive target for APHE and high-calibre HE rounds.
  
:*You can't use '''imports''' function in multiplayer missions
+
With no specialized protection against APDS or APFSDS rounds, the M60A3's armour should not be trusted. Even weaker chemical rounds can slip between the gaps of the ERA panels with some luck. Considering the tank's unimpressive mobility, enemy flankers are a real concern as well, and nearly every weapon at the M60A3's rank can penetrate the hull sides. Surviving hits should be a pleasant surprise and not an expectation.
:*There's a size limit for multiplayer missions and it's set to 512 KB, so if you are planning to add lots of triggers try to optimize them as much as it's possible, using 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's the best to use '''squad''' unit which consist of many units in it), this option is available in many actions
 
:*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's 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'''
 
:*It's 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
 
  
== Creating slots for players ==
+
'''Armour type:'''
  
:[[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''').
+
* Cast homogeneous armour
:[[File:Unit Properties Icon.jpg|250px|thumb|right|Unit properties icon]]2. Open it's properties (by for example pressing '''P''').
+
* Rolled homogeneous armour (Rear roof, Engine grille)
 
 
::*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's 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''
 
 
 
 
 
=== 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)
 
  
 +
{| class="wikitable"
 +
|-
 +
! Armour !! Front !! Sides !! Rear !! Roof
 +
|-
 +
| Hull || 108 mm (66°) ''Front Glacis'' <br> 137 mm (54°) ''Lower Glacis''|| 36 - 70 mm || 25 mm (1°) ''Engine Grille'' <br> 40 mm (31°) ''Top'' <br> 28 mm (61°) ''Bottom'' || 36 mm ''Front'' <br> 20 mm ''Engine deck''
 +
|-
 +
| Turret || 215 + 50.8 mm (1-43°) ''Turret front left'' <br> 230 + 50.8 mm (4-50°) ''Turret front right'' <br> 127 mm (8-57°) ''Gun Mantlet''|| 215 - 49 mm || 57 mm || 48 mm ''Front'' <br> 25.4 mm ''Center''
 +
|-
 +
! Armour !! Front !! Sides !! Rear !! Roof
 +
|-
 +
| Cupola || 127 mm || 70 mm || 50 mm || 101.6 mm
 +
|}
 
'''Notes:'''
 
'''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 a '''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 ==
+
* Tracks are 30 mm thick while suspension wheels are 20 mm thick.
 +
* Belly armour is 19 mm in the front, 13 mm in the rear.
 +
* 15 mm RHA plate between the engine and crew compartment.
  
:1. Create a new area and call it '''capture_zone_01'''.
+
=== Mobility ===
:2. Create a new trigger.
+
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
: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's 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''
 
  
 +
{{tankMobility|abMinHp=1,162|rbMinHp=663}}
  
 +
== Armaments ==
 +
=== Main armament ===
 +
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 +
{{main|M68 (105 mm)}}
  
''Note: You can find more informations about the Mission Editor '''[[Instructions for Using the Mission Editor|here]]''' and more informations about triggers here '''[[Triggers|here]]''' ''
+
{| class="wikitable" style="text-align:center" width="100%"
 +
|-
 +
! colspan="5" | [[M68 (105 mm)|105 mm M68]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 +
|-
 +
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
 +
! Stock !! Upgraded !! Full !! Expert !! Aced
 +
! Stock !! Full !! Expert !! Aced
 +
|-
 +
! ''Arcade''
 +
| rowspan="2" | 63 || rowspan="2" | -10°/+20° || rowspan="2" | ±180° || rowspan="2" | Two-plane || 21.40 || 29.65  || 36.00  || 39.81  || 42.35  || rowspan="2" | 8.70 || rowspan="2" | 7.71 || rowspan="2" | 7.11 || rowspan="2" | 6.70
 +
|-
 +
! ''Realistic''
 +
| 13.40 || 15.75  || 19.13  || 21.15  || 22.50
 +
|-
 +
|}
  
== Saving your mission ==
+
==== Ammunition ====
  
:1. On the most top bar select '''Mission Editor'''
+
The M60A3 TTS has the same ammunition selection as the [[M1 Abrams]]. The M735 APFSDS and M456A2 HEAT-FS rounds come as stock choices, which is refreshing compared to the stock APDS on the M60A1 RISE. Of these two, M735 is better against most tank targets since it has much higher velocity, will not prematurely detonate on trees and fences, and will cut straight through opponents without decent composite armour. The HEAT-FS is useful for hull-breaking light targets like IFVs and SPAAs but is more difficult to aim and will struggle against opponents with any ERA and composite armour. The post-penetration damage is not any better, so only a few HEAT-FS rounds should be kept in reserve for use against light targets.
:2. Press '''Save mission (Ctrl+M)'''
 
:3. Select where you want to save your 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]].
+
The unlockable M393A2 HESH round has potentially more post-penetration damage than the other options, however it has the worst ballistics, the lowest penetration, and is the most difficult to use as a result. For best results, it should be aimed at hull or turret sides and roofs, taking care not to hit ERA, composite armour, or spaced armour. Still, the HEAT-FS is much more user-friendly for taking out light targets. HESH might be helpful in the occasional unusual situation where a small portion of an enemy tank is exposed, but its crew members are not close enough to the line of fire to be damaged by the APFSDS or HEAT-FS. The final unlockable ammunition choice is the M774 APFSDS round, which costs 600 SL per shot and has all-round improved statistics from the M735 round. In particular, it enjoys significantly better angled penetration. If financial cost is not a factor, it should be the M60A3's ammo type of choice.
  
:''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's a live.warthunder.com link'' 
+
The M416 smoke shell is available too. Obviously, it is not good at damaging enemies, but it can be used to cover advances and blind entrenched targets.
  
= Options and functions available in multiplayer missions =
+
{| class="wikitable sortable" style="text-align:center" width="100%"
 
+
! colspan="8" | Penetration statistics
== Versus mode parameters ==
 
 
 
{| class="wikitable" style="width: 100%;"
 
|+
 
! style="width: 20%;" |Option
 
! style="width: 80%;" |Description
 
 
|-
 
|-
| scoreLimit
+
! rowspan="2" data-sort-type="text" | Ammunition
| Total amount of tickets in MP mission (by default it's set to 500)
+
! rowspan="2" | Type of<br>warhead
 +
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 
|-
 
|-
| timeLimit
+
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
| Time limit in MP mission (by default it's set to 30 minutes)
 
 
|-
 
|-
| deathPenaltyMul
+
| M735 || APFSDS || 353 || 350 || 342 || 333 || 322 || 312
| Sets the multiplier of removed tickets after someone dies (by default it's set to 1.0 = 100 tickets per death)
 
 
|-
 
|-
| postfix
+
| M393A2 || HESH || 127 || 127 || 127 || 127 || 127 || 127
| <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''
 
</div><div>
 
 
|-
 
|-
| ctaCaptureZoneEqualPenaltyMult
+
| M456A2 || HEATFS || 400 || 400 || 400 || 400 || 400 || 400
| 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
+
| M774 || APFSDS || 357 || 355 || 347 || 338 || 328 || 319
| 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
+
|}
| If checked will use alternative map coordinates
+
{| class="wikitable sortable" style="text-align:center" width="100%"
|-
+
! colspan="10" | Shell details
| useKillStreaks
 
| Unknown
 
 
|-
 
|-
| allowedKillStreaks
+
! rowspan="2" data-sort-type="text" | Ammunition
| Unknown
+
! rowspan="2" | Type of<br>warhead
 +
! rowspan="2" | Velocity<br>(m/s)
 +
! rowspan="2" | Projectile<br>Mass (kg)
 +
! rowspan="2" | Fuse delay<br>(m)
 +
! rowspan="2" | Fuse sensitivity<br>(mm)
 +
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 +
! colspan="3" | Ricochet
 
|-
 
|-
| nameKillStreaks:t=""
+
! 0% !! 50% !! 100%
| <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
 
* killStreaks_survival_event_aircraftOrHelicopter
 
</div><div>
 
 
|-
 
|-
| randomSpawnTeams
+
| M735 || APFSDS || 1,501 || 3.7 || N/A || N/A || N/A || 76° || 77° || 80°
| Unknown
 
 
|-
 
|-
| remapAiTankModels
+
| M393A2 || HESH || 732 || 14.85 || 0.4 || 0.1 || 4,306 || 73° || 77° || 80°
| Unknown
 
 
|-
 
|-
| isBotsAllowed
+
| M456A2 || HEATFS || 1,173 || 10.5 || N/A || 0.1 || 1,270 || 65° || 72° || 77°
| Disables or enables bots
 
 
|-
 
|-
| battleAreaColorPreset
+
| M774 || APFSDS || 1,509 || 3.4 || N/A || N/A || N/A || 78° || 80° || 81°
| Select the color type of the battle area
 
 
|-
 
|-
| ingnoreInvulnerableTimer
+
|}
| Disable or enable a spawn protection (making the player not able to be damaged)
+
{| class="wikitable sortable" style="text-align:center"
 +
! colspan="7" | Smoke shell characteristics
 
|-
 
|-
| allowedUnitTypes
+
! Ammunition
| Select which unit types are allowed in your mission
+
! Velocity<br>(m/s)
 +
! Projectile<br>Mass (kg)
 +
! Screen radius<br>(m)
 +
! Screen deploy time<br>(s)
 +
! Screen hold time<br>(s)
 +
! Explosive Mass<br>(TNT equivalent) (g)
 
|-
 
|-
| useCustomSuperArtillery
+
| M416 || 730 || 11.4 || 20 || 5 || 25 || 50
| <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
+
==== [[Ammo racks]] ====
* structures/streakartillery_203mm_r150m
+
[[File:Ammoracks_M60.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
* structures/streakartillery_203mm_r150m
+
{| class="wikitable" style="text-align:center"
* 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
 
| 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
 
| Set the number of available respawns
 
|-
 
| allowEmptyTeams
 
| Lets you play alone in multiplayer missions
 
|-
 
| missionCostMul
 
| Unknown
 
|-
 
| 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
 
| Set a country for the first team
 
|-
 
| country_axis
 
| Set a country for the second team
 
 
|-
 
|-
| mission
+
! Full<br>ammo
| Makes it possible to set different mission settings like tickets amount for different gamemodes (AB, RB, SB)
+
! 1st<br>rack empty
 +
! 2nd<br>rack empty
 +
! 3rd<br>rack empty
 +
! 4th<br>rack empty
 +
! 5th<br>rack empty
 +
! Visual<br>discrepancy
 
|-
 
|-
| groundKillWpBudget
+
| '''63''' || 50&nbsp;''(+13)'' || 48&nbsp;''(+15)'' || 27&nbsp;''(+36)'' || 13&nbsp;''(+50)'' || 1&nbsp;''(+62)'' || No
| <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 ==
+
Ammo racks litter the interior of the M60A3 TTS. Avoid taking enough ammunition to fill the turret bustle ammo rack, this way penetrating shots to the turret are less likely to destroy the tank instantly. There is a considerable amount of ammunition in the turret basket, and there will always be ammunition stored on the sides of the driver since those are the first ammo racks to be filled. Emptying the turret and turret basket will increase survivability by a fair amount.
 +
 
 +
=== Machine guns ===
 +
<!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' -->
 +
{{main|M85 (12.7 mm)|M240 (7.62 mm)}}
  
{| class="wikitable" style="width: 100%;"
+
{| class="wikitable" style="text-align:center"
|+
 
! style="width: 20%;" |Option
 
! style="width: 80%;" |Description
 
 
|-
 
|-
| gt_mp_tickets
+
! colspan="5" | [[M85 (12.7 mm)|12.7 mm M85]]
| Enables or disables tickets functionality (can be used in SP missions)
 
 
|-
 
|-
| gt_mp_capture
+
! Mount
| Enables or disables capture zones (by using '''missionMarkAsCaptureZone''' action, can be used in SP missions)
+
! Capacity<br>(Belt capacity)
 +
! Rate of fire<br>(shots/minute)
 +
! Vertical<br>guidance
 +
! Horizontal<br>guidance
 
|-
 
|-
| gt_mp_solo
+
| Pintle || 900 (200) || 625 || -9°/+60° || ±180°
| Unknown
 
 
|-
 
|-
| gt_cooperative
+
|}
| Parameter used for creating cooperative missions
+
{| class="wikitable" style="text-align:center"
|-
 
| 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
+
! colspan="5" | [[M240 (7.62 mm)|7.62 mm M240]]
| If enabled, will change the mission into a race mode (it's the best to use it with '''beginRaceMode''' action)
 
 
|-
 
|-
| gt_football
+
! Mount
| 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 )
+
! Capacity<br>(Belt capacity)
 +
! Rate of fire<br>(shots/minute)
 +
! Vertical<br>guidance
 +
! Horizontal<br>guidance
 
|-
 
|-
| gt_last_man_standing
+
| Coaxial || 5,950 (200) || 750 || N/A || N/A
| 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 ==
+
== Usage in battles ==
 
+
<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the 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. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
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.
 
[[File:Screenshot of a Spawn Points system.jpg|250px|thumb|right]]
 
 
 
:1. Go to '''Mission Settings:> Versus params''' and enable '''useSpawnScore'''
 
: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{
 
  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
 
  // 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
 
::''Note: If you save your mission in the Mission Editor after adding this script it won't remove these lines''
 
  
 +
The M60A3 TTS lacks the mobility to arrive first on the front lines or easily flank, but the unimpressive protection means that advancing steadily in the open is not a safe proposition either. It is best to follow teammates, stay close to cover, and take advantage of the thermal sight to scan for opponents. A quick glance through the gunner's scope can reveal hidden enemies from afar. The armour and mobility issues are less important if one can consistently catch targets off guard and shoot first, and if the rest of the team is causing a ruckus, all the better. Keep an eye out for flankers and avoid staying out of cover for long.
  
 +
Thermal sights are very helpful and not quite ubiquitous at the M60A3's rank, but they are not uncommon either. IFVs like the [[Begleitpanzer 57]], [[BMP-3]], and [[Type 89]] have them and can spot the M60A3 easily. Thankfully, these targets are more reliant on ATGMs for long distance combat, which are easier to avoid than APFSDS rounds. They will still pack a huge punch upon a successful hit, so do not stand still. The premium [[AMX-30 Super]], [[Leopard A1A1 (L/44)]], and [[Type 74G]] all boast thermal sights and superior mobility, making them difficult targets indeed. The only real way to deal with them is to shoot first. It is also possible for the M60A3 TTS to encounter its cousins in the China tree, the [[M60A3 TTS (China)]] and [[CM11]]. The former does not have ERA and is even more vulnerable while the latter has even worse mobility in exchange for superior firepower; these three tanks all make easy targets for one another.
  
: Explanation of what Spawn Points system lines do:
+
The [[MBT-70]] currently shares a battle rating with the M60A3 TTS. They are very different tanks and can cover each other's weaknesses to some extent when used as a lineup; when high mobility and aggressive pushes are needed, the MBT-70 (or its devolved sibling, the [[XM-803]]) can be used, and when thermal sights and firepower are needed the M60A3 can pick up the slack. None of these options have very good armour, but few opponents at their rank do.
:''Note: Setting them to 0.0 will disable selected features (the one with the number set to 0.0)''
 
  
:{| class="wikitable" style="width: 90%;"
+
=== Modules ===
|+
+
{| class="wikitable"
! style="width: 20%;" |Option
+
! Tier
! style="width: 70%;" |Description
+
! colspan="2" | Mobility
|-
+
! Protection
| base_respawn_points_coef
+
! colspan="3" | Firepower
| <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
+
| I
| Sets a multiplier of Spawn Points for airplanes which depends on what BR do they have (the higher BR the higher needed SP amount)
+
| Tracks
 +
|
 +
| Parts
 +
| Horizontal Drive
 +
| M393A2
 +
|
 
|-
 
|-
| br_diff_mul_Tank
+
| II
| Sets a multiplier of Spawn Points for tank which depends on what BR do they have (the higher BR the higher needed SP amount)
+
| Suspension
 +
| Brake System
 +
| FPE
 +
| Adjustment of Fire
 +
| M416
 +
| NVD
 
|-
 
|-
| max_br_diff
+
| III
| Increases a difference of Spawn Points between units with different Battle Rating
+
| Filters
 +
|
 +
| Crew Replenishment
 +
| Elevation Mechanism
 +
| Smoke grenade
 +
|
 
|-
 
|-
| spawn_pow
+
| IV
| Increases Spawn Points requirements after every death
+
| Transmission
 +
| Engine
 +
| ESS
 +
| Artillery Support
 +
| M774
 +
| Laser rangefinder
 
|-
 
|-
 
|}
 
|}
: 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">
+
=== Pros and cons ===
  exp_fighter:r=0.0
+
<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a 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".'' -->
  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
 
</div></div>
 
  
 +
'''Pros:'''
  
 +
* Same ammo selection as the [[M1 Abrams]]
 +
* Stock M735 APFSDS round
 +
* Good quality thermal sight
 +
* ERA offers decent chemical protection
 +
* Has a laser rangefinder
  
: 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].
+
'''Cons:'''
:: Example:
 
:: '''bf-109g-14:r=1.5'''
 
  
 +
* Not very mobile
 +
* Very low hp/t ratio means slower acceleration than competitors
 +
* Large target
 +
* Armour is virtually useless against APFSDS
 +
* ERA coverage has significant gaps
 +
* Turret ring, gun mantlet, and cupola are all notable weak spots
  
<div class="mw-collapsible mw-collapsed" style="width:40%">'''Here's an example block:'''<div class="mw-collapsible-content">
+
== History ==
customSpawnScore{
+
<!-- ''Describe the history of the creation and combat usage of the vehicle 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).'' -->
  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 ==
+
'''The M60'''
  
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.
+
The M60 tank, a descendant of the Patton series of tanks, was the mainstay of US armoured forces for much of the Cold War. It saw much combat in various conflicts like the Yom Kippur War, Iran-Iraq War, and the Gulf War, performing well against Soviet contemporaries like the [[T-62]]. Several versions of the M60 were used by the US military, and the last of them was the M60A3.
  
To make this script work:
+
=== M60A3 ===
 +
'''Development'''
  
:1. If you haven't saved the mission yet then do it now
+
During the 1970's there was a rapid advancement in anti-tank technology, and with the failure of the M60A2 program to produce a sufficient fighting vehicle an upgrade of the M60A1 series was necessary. In 1976, a program to do just that was initiated; the intention was to increase the turret armor and to modernize and improve the technological systems in the tank. The product of the program was the M60A3 tank, a significant improvement over the M60A1 series. Despite the improvement over the earlier M60 models, the M60A3 was viewed as a stop-gap measure, as the M1 Abrams was already being developed and was planned to enter service in 1981.  
: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{
+
'''M60A3 Passive'''
  name:t="sharedPool"{
 
  teams{
 
    teamA{
 
    playerMaxSpawns:i=5 // 5 spawns per player
 
    spawnLimit:i=100 // 100 spawns for team
 
      limitedUnits{
 
      }
 
      unlimitedUnits{
 
      }
 
    }
 
    teamB{
 
    playerMaxSpawns:i=5
 
    spawnLimit:i=100
 
      limitedUnits{
 
      }
 
      unlimitedUnits{
 
      }
 
    }
 
  }
 
  }
 
}
 
  
:5. Save the file, reload the mission in the Mission Editor
+
This was the first model of the M60A3 series; it was known simply as the M60A3, but was also known as the M60A3 Passive in order to better distinguish it from the later M60A3 TTS. The M60A3 was based on the M60A1 RISE Passive tank, but with a number of upgrades for the turret - most notably changes to the armor and fire control system. The armor on the turret face was increased to 276 mm and the armor on the gun mantlet was changed to 330 mm. The M60A1 RISE Passive tanks uses a coincidence rangefinder and the mechanical M19 ballistic computer. The M60A3 received the M21 fire control system which includes an AN/VVS2 flash-lamp pumped ruby-laser rangefinder for the commander and gunner, solid-state M21E1 gun data computer, improved stabilization mechanism, improved electrical system, and an improved solid-state analog data card bus. The M10A2E3 ballistic drive is an electro-mechanical unit.The commander received an M36E1 passive periscope and the gunner received an M32E1 passive sight. The hydraulic fluid in the turret was changed to a type that was non-flammable. The M60A3 turret was mounted on the chassis of the M60A1 RISE Passive hull, with the same AVDS-1790-2D RISE engine and CD-850-6A transmission, with a Halon fire-suppression system. A total of 748 M60A3 Passive tanks were built, and all were later upgraded to the M60A3 TTS standard.
::''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
 
| Under this block you put all units that you want to restrict for the '''A''' or '''1''' team
 
|-
 
| teamB
 
| Under this block you put all units that you want to restrict for the '''B''' or '''2''' team
 
|-
 
| spawnLimit
 
| Sets a maximum amount of respawn for team
 
|-
 
| playerMaxSpawns
 
| Sets a maximum amount of respawns per player
 
|-
 
| limitedUnits
 
| 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">
+
'''M60A3 TTS'''
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 ==
+
The M60A3 TTS was an improved model of the earlier M60A3. The gunner received an AN/VSG2 Tank Thermal Sight (TTS), which was the only major improvement over the M60A3 Passive. 304 M60A3 TTS tanks were built (with production ending in 1983), 1,391 of the US Army M60A1 RISE tanks were converted to the M60A3 TTS standard by the Anniston Army Depot and Mainz Army Depot by 1990, and all 748 US Army M60A3 tanks were also upgraded to the TTS standard by 1984.
  
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's called '''Difficulty'''. The only difference between it and the mission version is that you can add and customize more options in the mission file.
+
'''Production'''
  
To make this script work:
+
In February of 1978, the first M60A3 tanks were finished at the Detroit Arsenal Tank Plant. The low-rate initial production run was completed at the DATP in October, which consisted of 296 M60A3 tanks; the tanks were first fielded by the US Army in May of 1979. Chrysler Defense was purchased by General Dynamics Land Division in 1982. In May 1983, production of the M60A3 ended with a total of 1,052 M60A3 and M60A3 TTS tanks built; 748 of the tanks were of the Passive version, and 304 were of the TTS version. At this time, the Detroit Tank Plant closed, and production of the M1 Abrams was at the Lima Tank Plant in Ohio. Despite this, the conversion of earlier M60 tanks to the M60A3/E60B standard was still occurring, specifically for other nations through the Foreign Military Sales program. The last M60A3 tanks were delivered through the FMS in May of 1986 to Israel, with a total of 3,268 tanks converted. The tanks upgraded for Israel were surplus US Army M60A1 RISE tanks. Earlier M60 tanks were also converted to the M60A3 TTS standard for the US Army. 1,391 of the US Army M60A1 RISE tanks were converted to the M60A3 TTS standard by the Anniston Army Depot and Mainz Army Depot by 1990, and all 748 US Army M60A3 tanks were also upgraded to the TTS standard by 1984.
  
:1. If you haven't saved the mission yet then do it now
+
'''Service and Export'''
:2. Open the blk mission file in Notepad
 
: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{
+
The M60A3 eventually replaced all US Army M60A1 and M48A5 tanks (used by the National Guard until 1987) in service. But, the Marine Corps still used the M60A1 RISE tanks until the M60 was retired from front line service in 1991. The official full name of the M60A3 was Tank, Combat, Full Tracked: 105-mm Gun, M60A3. It was also known as the 105mm Gun Tank M60A3.
    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
 
}
 
  
 +
The M60 was designated as the E60 for export by the US Foreign Military Sales (FMS); the original M60 was designated as the E60, the M60A1 series was designated as the E60A, and the M60A3 series was designated as the E60B. The last M60A3 tanks were delivered through the FMS in May of 1986 to Israel, with a total of 3,268 tanks converted. Other nations including Italy, Austria, Greece, Morocco, and Taiwan upgraded their M60s to the M60A3 standard through FMS contracts with Raytheon and General Dynamics in the 1980's. In 1990, surplus M60A3/E60B tanks were sold to Oman, Bahrain, and Saudi Arabia.
  
Explanation of what all these lines do:
+
Several companies offer or have offered upgrade packages for the M60A3, such as the Leonardo M60A3 (from Italy), the Raytheon M60A3 SLEP (from the US), the Magach series (from Israel), and the M60T Sabra series (developed by an Israeli company but used by Turkey). These attempt to increase the firepower and protection of the M60 to modern levels, often featuring 120 mm guns, add-on composite armour, and active protection systems. While the M60 is an old design, its cheap cost and room for upgrades will likely keep it in service for years to come, not unlike the Soviet T-54/55 series.
 +
== Media ==
 +
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
  
{| class="wikitable" style="width: 100%;"
+
== See also ==
|+
+
<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
! style="width: 20%;" |Option
 
! 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 horizonally at the same time (speed)
 
|-
 
| boostersFuel
 
| Unknown
 
|-
 
| ctaCaptureMul
 
| Changes the time required to capture zones (1, 2, 3, at this moment it's 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 firendly 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">
+
* ''reference to the series of the vehicles;''
 +
* ''links to approximate analogues of other nations and research trees.'' -->
  
'''Arcade Battles'''
+
* [[M60 (Family)]] - The family/history page for the M60.
netDifficultyBlk{
+
* [[M60]] - The first version of the M60.
    baseDifficulty:i=0
+
* [[M60A1 RISE (P)]] - The version of the M60 directly preceding the M60A3 TTS in the US tech tree.
    engineControl:i=0
+
* [[M60A3 TTS (China)|M60A3 TTS (Taiwan)]] - An M60A3 TTS in service with Taiwan, found in the Chinese tech tree.
    respDifficulty:i=0
 
    realGunnery:i=0
 
    realDamageModels:b=no
 
    stallsAndSpins:b=no
 
    redOuts:b=yes
 
    mortalPilots:b=yes
 
    manualTrimming:b=no
 
    torqueAndGyro:b=no
 
    limitedBombsMissiles:b=no
 
    noArcadeBoost:i=0
 
    limitViews:i=0
 
    flutter:b=no
 
    hudAimPrediction:b=yes
 
    hudShowSpeedVector:b=no
 
    hudMarkers:i=2
 
    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
 
    hudOutline:b=yes
 
    noRespawns:b=no
 
    aircraftHelpers:b=yes
 
    collectiveDetection:b=yes
 
    distDetection:i=2
 
    allowControlHelpers:i=0
 
    forceInstructor:b=no
 
    playerTurretDeviation:i=0
 
    boostersFuel:i=0
 
    ctaCaptureMul:i=0
 
    damageModel:i=0
 
    hudTankRangefinder:i=0
 
    noviceDM:b=no
 
    crewHealingOnlyOnCaptureZone:b=no
 
    showBombSight:b=yes
 
    showRadarGunSight:b=yes
 
    visibleNotTraceableIndicators:b=yes
 
    checkTreesForIndicators:b=no
 
    drawShipBulletFallIndicator:b=yes
 
    showShipBulletTimer:b=yes
 
    aircraftFriendlyFireForBanOnly:b=yes
 
    enableLeaveKills:b=yes
 
    airToAirMissileDetection:b=yes
 
    nightVisionInTPS:b=yes
 
}
 
  
 +
== External links ==
 +
''Paste links to sources and external resources, such as:''
  
'''Realistic Battles'''
+
* ''topic on the official game forum;''
netDifficultyBlk{
+
* ''encyclopedia page on the tank;''
    baseDifficulty:i=1
+
* ''other literature.''
    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
 
}
 
 
'''Simulator Battles'''
 
netDifficultyBlk{
 
    baseDifficulty:i=2
 
    engineControl:i=2
 
    respDifficulty:i=2
 
    realGunnery:i=1
 
    realDamageModels:b=yes
 
    stallsAndSpins:b=yes
 
    redOuts:b=yes
 
    mortalPilots:b=yes
 
    manualTrimming:b=yes
 
    torqueAndGyro:b=yes
 
    limitedBombsMissiles:b=yes
 
    noArcadeBoost:i=1
 
    limitViews:i=2
 
    flutter:b=yes
 
    hudAimPrediction:b=no
 
    hudShowSpeedVector:b=no
 
    hudMarkers:i=3
 
    hudMarkerArrows:b=no
 
    hudAircraftMarkersMaxDist:i=4
 
    hudIndicators:b=yes
 
    hudShowTankDistance:b=no
 
    hudMapAircraftMarkers:i=1
 
    hudMapGroundMarkers:i=2
 
    hudTankMapAircraftMarkers:i=1
 
    hudTankMapGroundMarkers:i=0
 
    hudMarkersBlink:b=yes
 
    hudRadar:b=no
 
    hudDamageModel:i=2
 
    hudDamageIndicator:b=yes
 
    hudTankDamageLog:b=yes
 
    hudLargeAwardMessages:b=no
 
    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]]
+
{{USA medium tanks}}
[[Category:Custom_missions]]
 

Revision as of 08:29, 30 July 2020

M60A3 TTS
us_m60a3_tts.png
M60A3 TTS
AB RB SB
9.0 9.0 9.0
Class:
Research:190 000 Specs-Card-Exp.png
Purchase:520 000 Specs-Card-Lion.png
Show in game
This page is about the American main battle tank M60A3 TTS. For other vehicles of the family, see M60 (Family).

Description

GarageImage M60A3 TTS.jpg


The 105 mm Gun Tank M60A3 TTS is a rank VI American medium tank with a battle rating of 9.0 (AB/RB/SB). It was introduced in Update 1.95 "Northern Wind".

Very similar to the previous M60A1 RISE (P), the M60A3 TTS differs with the addition of a thermal sight for the gunner, a laser rangefinder replacing the original optical version, and access to better rounds. Weight, protection, mobility, and other characteristics are virtually the same as its predecessor - this tank holds no surprises. At its rank, the M60 platform begins to show its age, being much slower than a number of contemporary MBTs like the Leopard A1A1 while not having enough armour to resist APFSDS rounds. It is best used with caution as a support or backup tank, where its good gun and thermals are effective and its deficiencies are less apparent.

General info

Survivability and armour

The armour layout of the M60A3 TTS is the same as the M60A1 RISE (P). The ERA is very apparent, and each panel offers 370 mm of protection against chemical rounds and a measly 5 mm of protection against kinetic rounds. This is enough to stop the majority of HEAT-FS rounds that the M60A3 will encounter, but only for the first hit. Impacts from chemical rounds will destroy large swathes of panels, and follow up shots can be lethal. Many ATGMs, particularly those with tandem warheads, can overcome the ERA and damage the tank since the M60 does not have composite armour underneath, so incoming missiles should still be avoided or otherwise dealt with. It should also be noted that the ERA coverage has some gaps, particularly around the turret ring and the gunner's sight.

The underlying base armour is similar to the layout originally featured on the M60A1 (AOS). It consists entirely of cast and rolled homogeneous armour. The frontal hull armour and turret cheeks are fairly thick and can generally shrug off fire from Soviet APHE rounds and autocannons, but the gun mantlet is modeled as having only 127 mm of CHA (with some sloping) and is a major weak point. The turret ring is another weak zone, only 114 mm thick and fairly large in size. The commander's cupola bulges from the top of the turret and is lightly protected, making it an attractive target for APHE and high-calibre HE rounds.

With no specialized protection against APDS or APFSDS rounds, the M60A3's armour should not be trusted. Even weaker chemical rounds can slip between the gaps of the ERA panels with some luck. Considering the tank's unimpressive mobility, enemy flankers are a real concern as well, and nearly every weapon at the M60A3's rank can penetrate the hull sides. Surviving hits should be a pleasant surprise and not an expectation.

Armour type:

  • Cast homogeneous armour
  • Rolled homogeneous armour (Rear roof, Engine grille)
Armour Front Sides Rear Roof
Hull 108 mm (66°) Front Glacis
137 mm (54°) Lower Glacis
36 - 70 mm 25 mm (1°) Engine Grille
40 mm (31°) Top
28 mm (61°) Bottom
36 mm Front
20 mm Engine deck
Turret 215 + 50.8 mm (1-43°) Turret front left
230 + 50.8 mm (4-50°) Turret front right
127 mm (8-57°) Gun Mantlet
215 - 49 mm 57 mm 48 mm Front
25.4 mm Center
Armour Front Sides Rear Roof
Cupola 127 mm 70 mm 50 mm 101.6 mm

Notes:

  • Tracks are 30 mm thick while suspension wheels are 20 mm thick.
  • Belly armour is 19 mm in the front, 13 mm in the rear.
  • 15 mm RHA plate between the engine and crew compartment.

Mobility

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 54 9 52.6 1,162 1,431 22.09 27.21
Realistic 49 8 663 750 12.6 14.26

Armaments

Main armament

Main article: M68 (105 mm)
105 mm M68 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 63 -10°/+20° ±180° Two-plane 21.40 29.65 36.00 39.81 42.35 8.70 7.71 7.11 6.70
Realistic 13.40 15.75 19.13 21.15 22.50

Ammunition

The M60A3 TTS has the same ammunition selection as the M1 Abrams. The M735 APFSDS and M456A2 HEAT-FS rounds come as stock choices, which is refreshing compared to the stock APDS on the M60A1 RISE. Of these two, M735 is better against most tank targets since it has much higher velocity, will not prematurely detonate on trees and fences, and will cut straight through opponents without decent composite armour. The HEAT-FS is useful for hull-breaking light targets like IFVs and SPAAs but is more difficult to aim and will struggle against opponents with any ERA and composite armour. The post-penetration damage is not any better, so only a few HEAT-FS rounds should be kept in reserve for use against light targets.

The unlockable M393A2 HESH round has potentially more post-penetration damage than the other options, however it has the worst ballistics, the lowest penetration, and is the most difficult to use as a result. For best results, it should be aimed at hull or turret sides and roofs, taking care not to hit ERA, composite armour, or spaced armour. Still, the HEAT-FS is much more user-friendly for taking out light targets. HESH might be helpful in the occasional unusual situation where a small portion of an enemy tank is exposed, but its crew members are not close enough to the line of fire to be damaged by the APFSDS or HEAT-FS. The final unlockable ammunition choice is the M774 APFSDS round, which costs 600 SL per shot and has all-round improved statistics from the M735 round. In particular, it enjoys significantly better angled penetration. If financial cost is not a factor, it should be the M60A3's ammo type of choice.

The M416 smoke shell is available too. Obviously, it is not good at damaging enemies, but it can be used to cover advances and blind entrenched targets.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
M735 APFSDS 353 350 342 333 322 312
M393A2 HESH 127 127 127 127 127 127
M456A2 HEATFS 400 400 400 400 400 400
M774 APFSDS 357 355 347 338 328 319
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
M735 APFSDS 1,501 3.7 N/A N/A N/A 76° 77° 80°
M393A2 HESH 732 14.85 0.4 0.1 4,306 73° 77° 80°
M456A2 HEATFS 1,173 10.5 N/A 0.1 1,270 65° 72° 77°
M774 APFSDS 1,509 3.4 N/A N/A N/A 78° 80° 81°
Smoke shell characteristics
Ammunition Velocity
(m/s)
Projectile
Mass (kg)
Screen radius
(m)
Screen deploy time
(s)
Screen hold time
(s)
Explosive Mass
(TNT equivalent) (g)
M416 730 11.4 20 5 25 50

Ammo racks

Ammo racks of the M60A3 TTS
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
Visual
discrepancy
63 50 (+13) 48 (+15) 27 (+36) 13 (+50) (+62) No

Ammo racks litter the interior of the M60A3 TTS. Avoid taking enough ammunition to fill the turret bustle ammo rack, this way penetrating shots to the turret are less likely to destroy the tank instantly. There is a considerable amount of ammunition in the turret basket, and there will always be ammunition stored on the sides of the driver since those are the first ammo racks to be filled. Emptying the turret and turret basket will increase survivability by a fair amount.

Machine guns

12.7 mm M85
Mount Capacity
(Belt capacity)
Rate of fire
(shots/minute)
Vertical
guidance
Horizontal
guidance
Pintle 900 (200) 625 -9°/+60° ±180°
7.62 mm M240
Mount Capacity
(Belt capacity)
Rate of fire
(shots/minute)
Vertical
guidance
Horizontal
guidance
Coaxial 5,950 (200) 750 N/A N/A

Usage in battles

The M60A3 TTS lacks the mobility to arrive first on the front lines or easily flank, but the unimpressive protection means that advancing steadily in the open is not a safe proposition either. It is best to follow teammates, stay close to cover, and take advantage of the thermal sight to scan for opponents. A quick glance through the gunner's scope can reveal hidden enemies from afar. The armour and mobility issues are less important if one can consistently catch targets off guard and shoot first, and if the rest of the team is causing a ruckus, all the better. Keep an eye out for flankers and avoid staying out of cover for long.

Thermal sights are very helpful and not quite ubiquitous at the M60A3's rank, but they are not uncommon either. IFVs like the Begleitpanzer 57, BMP-3, and Type 89 have them and can spot the M60A3 easily. Thankfully, these targets are more reliant on ATGMs for long distance combat, which are easier to avoid than APFSDS rounds. They will still pack a huge punch upon a successful hit, so do not stand still. The premium AMX-30 Super, Leopard A1A1 (L/44), and Type 74G all boast thermal sights and superior mobility, making them difficult targets indeed. The only real way to deal with them is to shoot first. It is also possible for the M60A3 TTS to encounter its cousins in the China tree, the M60A3 TTS (China) and CM11. The former does not have ERA and is even more vulnerable while the latter has even worse mobility in exchange for superior firepower; these three tanks all make easy targets for one another.

The MBT-70 currently shares a battle rating with the M60A3 TTS. They are very different tanks and can cover each other's weaknesses to some extent when used as a lineup; when high mobility and aggressive pushes are needed, the MBT-70 (or its devolved sibling, the XM-803) can be used, and when thermal sights and firepower are needed the M60A3 can pick up the slack. None of these options have very good armour, but few opponents at their rank do.

Modules

Tier Mobility Protection Firepower
I Tracks Parts Horizontal Drive M393A2
II Suspension Brake System FPE Adjustment of Fire M416 NVD
III Filters Crew Replenishment Elevation Mechanism Smoke grenade
IV Transmission Engine ESS Artillery Support M774 Laser rangefinder

Pros and cons

Pros:

  • Same ammo selection as the M1 Abrams
  • Stock M735 APFSDS round
  • Good quality thermal sight
  • ERA offers decent chemical protection
  • Has a laser rangefinder

Cons:

  • Not very mobile
  • Very low hp/t ratio means slower acceleration than competitors
  • Large target
  • Armour is virtually useless against APFSDS
  • ERA coverage has significant gaps
  • Turret ring, gun mantlet, and cupola are all notable weak spots

History

The M60

The M60 tank, a descendant of the Patton series of tanks, was the mainstay of US armoured forces for much of the Cold War. It saw much combat in various conflicts like the Yom Kippur War, Iran-Iraq War, and the Gulf War, performing well against Soviet contemporaries like the T-62. Several versions of the M60 were used by the US military, and the last of them was the M60A3.

M60A3

Development

During the 1970's there was a rapid advancement in anti-tank technology, and with the failure of the M60A2 program to produce a sufficient fighting vehicle an upgrade of the M60A1 series was necessary. In 1976, a program to do just that was initiated; the intention was to increase the turret armor and to modernize and improve the technological systems in the tank. The product of the program was the M60A3 tank, a significant improvement over the M60A1 series. Despite the improvement over the earlier M60 models, the M60A3 was viewed as a stop-gap measure, as the M1 Abrams was already being developed and was planned to enter service in 1981.

M60A3 Passive

This was the first model of the M60A3 series; it was known simply as the M60A3, but was also known as the M60A3 Passive in order to better distinguish it from the later M60A3 TTS. The M60A3 was based on the M60A1 RISE Passive tank, but with a number of upgrades for the turret - most notably changes to the armor and fire control system. The armor on the turret face was increased to 276 mm and the armor on the gun mantlet was changed to 330 mm. The M60A1 RISE Passive tanks uses a coincidence rangefinder and the mechanical M19 ballistic computer. The M60A3 received the M21 fire control system which includes an AN/VVS2 flash-lamp pumped ruby-laser rangefinder for the commander and gunner, solid-state M21E1 gun data computer, improved stabilization mechanism, improved electrical system, and an improved solid-state analog data card bus. The M10A2E3 ballistic drive is an electro-mechanical unit.The commander received an M36E1 passive periscope and the gunner received an M32E1 passive sight. The hydraulic fluid in the turret was changed to a type that was non-flammable. The M60A3 turret was mounted on the chassis of the M60A1 RISE Passive hull, with the same AVDS-1790-2D RISE engine and CD-850-6A transmission, with a Halon fire-suppression system. A total of 748 M60A3 Passive tanks were built, and all were later upgraded to the M60A3 TTS standard.

M60A3 TTS

The M60A3 TTS was an improved model of the earlier M60A3. The gunner received an AN/VSG2 Tank Thermal Sight (TTS), which was the only major improvement over the M60A3 Passive. 304 M60A3 TTS tanks were built (with production ending in 1983), 1,391 of the US Army M60A1 RISE tanks were converted to the M60A3 TTS standard by the Anniston Army Depot and Mainz Army Depot by 1990, and all 748 US Army M60A3 tanks were also upgraded to the TTS standard by 1984.

Production

In February of 1978, the first M60A3 tanks were finished at the Detroit Arsenal Tank Plant. The low-rate initial production run was completed at the DATP in October, which consisted of 296 M60A3 tanks; the tanks were first fielded by the US Army in May of 1979. Chrysler Defense was purchased by General Dynamics Land Division in 1982. In May 1983, production of the M60A3 ended with a total of 1,052 M60A3 and M60A3 TTS tanks built; 748 of the tanks were of the Passive version, and 304 were of the TTS version. At this time, the Detroit Tank Plant closed, and production of the M1 Abrams was at the Lima Tank Plant in Ohio. Despite this, the conversion of earlier M60 tanks to the M60A3/E60B standard was still occurring, specifically for other nations through the Foreign Military Sales program. The last M60A3 tanks were delivered through the FMS in May of 1986 to Israel, with a total of 3,268 tanks converted. The tanks upgraded for Israel were surplus US Army M60A1 RISE tanks. Earlier M60 tanks were also converted to the M60A3 TTS standard for the US Army. 1,391 of the US Army M60A1 RISE tanks were converted to the M60A3 TTS standard by the Anniston Army Depot and Mainz Army Depot by 1990, and all 748 US Army M60A3 tanks were also upgraded to the TTS standard by 1984.

Service and Export

The M60A3 eventually replaced all US Army M60A1 and M48A5 tanks (used by the National Guard until 1987) in service. But, the Marine Corps still used the M60A1 RISE tanks until the M60 was retired from front line service in 1991. The official full name of the M60A3 was Tank, Combat, Full Tracked: 105-mm Gun, M60A3. It was also known as the 105mm Gun Tank M60A3.

The M60 was designated as the E60 for export by the US Foreign Military Sales (FMS); the original M60 was designated as the E60, the M60A1 series was designated as the E60A, and the M60A3 series was designated as the E60B. The last M60A3 tanks were delivered through the FMS in May of 1986 to Israel, with a total of 3,268 tanks converted. Other nations including Italy, Austria, Greece, Morocco, and Taiwan upgraded their M60s to the M60A3 standard through FMS contracts with Raytheon and General Dynamics in the 1980's. In 1990, surplus M60A3/E60B tanks were sold to Oman, Bahrain, and Saudi Arabia.

Several companies offer or have offered upgrade packages for the M60A3, such as the Leonardo M60A3 (from Italy), the Raytheon M60A3 SLEP (from the US), the Magach series (from Israel), and the M60T Sabra series (developed by an Israeli company but used by Turkey). These attempt to increase the firepower and protection of the M60 to modern levels, often featuring 120 mm guns, add-on composite armour, and active protection systems. While the M60 is an old design, its cheap cost and room for upgrades will likely keep it in service for years to come, not unlike the Soviet T-54/55 series.

Media

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

See also

  • M60 (Family) - The family/history page for the M60.
  • M60 - The first version of the M60.
  • M60A1 RISE (P) - The version of the M60 directly preceding the M60A3 TTS in the US tech tree.
  • M60A3 TTS (Taiwan) - An M60A3 TTS in service with Taiwan, found in the Chinese tech tree.

External links

Paste links to sources and external resources, such as:

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


USA medium tanks
M2  M2
M3  M3 Lee · ▃Grant I
M4  M4 · Calliope · M4A1 · M4A1 (76) W · M4A2 · M4A2 (76) W · M4A3 (105) · M4A3 (76) W · M4/T26
M26 Pershing  T20 · T25 · M26 · M26 T99 · M26E1
M46/47/48 Patton  M46 · M46 "Tiger" · M47 · M48A1 · T54E1 · T54E2
M60  M60 · M60A1 (AOS) · M60A1 RISE (P) · M60A2 · M60A3 TTS · M728 CEV · 120S
MBT-70  MBT-70 · XM803
M1 Abrams  XM1 (Chrysler) · XM1 (GM)
  M1 Abrams · M1 KVT · IPM1
  M1A1 · M1A1 HC · M1A1 Click-Bait
  M1A2 Abrams · M1A2 SEP · M1A2 SEP V2
Other  T95E1
Australia  M1A1 AIM
Canada  M4A5
Israel  ▃Magach 3 (ERA) · ▃Merkava Mk.1 · ▃Merkava Mk.2B · ▃Merkava Mk.3D
Turkey  M60 AMBT