Difference between pages "Variables" and "ST-A2"

From War Thunder Wiki
(Difference between pages)
Jump to: navigation, search
m (Some grammar corrections)
 
(Main armament)
 
Line 1: Line 1:
{{DISPLAYTITLE:CDK Mission Editor: Variables}}
+
{{Specs-Card|code=jp_st_a2}}
 +
{{About
 +
| about = Japanese medium tank '''{{PAGENAME}}'''
 +
| usage = other variants
 +
| link = Type 61 (Family)
 +
}}
 +
== 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}} Japanese medium tank {{Battle-rating}}. It was introduced along with the initial Japanese Ground Forces tree in [[Update 1.65 "Way of the Samurai"]].
  
__TOC__
+
It is a sidegrade to [[ST-A1]], which takes sniping duty as its main work while neglecting most of the other roles. One can literally treat them as the same tank, but they have some minor quality of life differences, which will be mentioned here.
  
Variables in mission editor are used to store information like text, numbers or booleans used for creating true or false statements, they can be used to optimize code of your mission and also to create things that are normally impossible without using them.
+
== General info ==
If you create a string variable named '''t1_unit_01''' you will be able to see it in '''target''' or '''object''' tab which you can find in actions similar to '''unitSetProperties''' where you can select AI or player units, it's name will be displayed as '''@t1_unit_01''', it will be displayed similarly in other actions too.  
+
=== Survivability and armour ===
As mentioned before, they can also be used to optimize missions, but only when you need a really high amount of triggers that do perform similar functions, in case of small mission you won't even notice a difference and usually you will need more triggers than when just using simple actions without variables, so this article will explain how to use them and show a good use of them.
+
<!--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?
  
You can find some basic information about [https://wiki.warthunder.com/Triggers#List_of_all_Actions actions] and [https://wiki.warthunder.com/Triggers#List_of_all_Conditions conditions] with variables [https://wiki.warthunder.com/Triggers here], all their names start with '''var'''.
+
If necessary use a visual template to indicate the most secure and weak zones of the armour.-->
  
 +
Armour on ST-A2 is about the same as ST-A1, but there are some differences to its weaknesses.
  
'''Important notes:'''
+
For instance, the hull is now raised to engine deck level and slope goes all the way up the turret, resulting in turret being well above engine deck. The frontal armour is even more angled now, with effective thickness of about 90-100 mm, but it now also connected to engine deck, and in connection spot it's about 80 mm effective thickness like before. Most of tanks can still penetrate entire armour with no issues, so overall on tank's own BR it changes only rear gun depression and ability of certain tanks to just explode the tank with HE when it's hulldown.
  
:* You can't store more than one information in the same variable
+
Since hull is raised higher, there is less chances that enemy APHE will hit driver optics on accident or will be stopped by transmission and won't destroy the tank. Also, '''gunner's head''' is now above gun breech, so random shrapnel has a chance of hitting him, if enemy shell explodes above it, resulting in complete crew knockout, unlike with ST-A1.
:* All of these instructions from this article are valid for both singleplayer and multiplayer missions
 
  
= Basics =
+
For the turret, the commander cupolas was raised a bit and the pintle-mounted machine gun was removed. Overall it makes it harder to destroy tank with HE, but nothing more. However, the turret neck is no longer a weak spot for SPAA to exploit, but tank can still be destroyed by SPAA firing at MG port because their shells still cause spalling or explode and hit ammo rack despite it being rotated away from the weakspot. Still, it will definitely take them longer to deal with the tank that way.
''Note: Before reading this make sure that you know basics about creating triggers and other things related to them (events, actions, conditions), if not then check the links above''
 
  
== How to create a variable ==
+
Ammo rack in back of the turret is now facing turret and is much narrower a target, so the gun breech shields it entirely. Because of that, as long as the ST-A2 fires off first two rounds in first-stage rack, the chances of tank exploding due to ammo rack being hit through the turret is reduced. It came at a price, though, as it is now even easier to shoot the tank from the side or back. The block outside of turret's back isn't even modeled, so if HESH hits back of the turret, it's going to explode the entire tank.
[[File:Variables window.jpg|thumb|250x250px|Variables window]]
 
''Note: You will need a working singleplayer mission before you start''
 
  
:1. Choose on the side toolbar '''Variables''', you can find it under '''Triggers''' tab
+
=== Mobility ===
:: Now you should be able to see a window with multiple tabs that can be pressed, '''Add''' for adding new variables, '''Edit''' for editing, '''Del''' for deleting and '''Up''' and '''Down''' to move them.
+
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
:2. Press '''Add''' to add a new variable
 
:: After pressing it a new window should appear, you can select a name for it under '''Variable name:''' and select its type under '''Variable type:''', there are 10 of them, but for now I'll only explain how to use string (text), integer (number without a fractional component), real (number with a fractional component) and bool (used for creating true or false statements)
 
:3. Set the variable name to '''t1_unit_string_01''' and it's type to '''string'''
 
:: Now you should have created a new string variable, the next thing to do is set its value and assign it to something
 
:4. Select created variable
 
:: After selecting there should appear a new field where you can set its value
 
:5. Set the variable value to '''t1_unit_01'''
 
:: Now you need a new action where you can assign this variable
 
:6. Go to the '''Triggers / Missions Obj. Navigat''' tab, find an '''unitSetProperties''' action and create it
 
:7. Press '''object''' and select '''@t1_unit_string_01''', then scroll down and enable '''cannotShoot''' option
 
:: It should assign a variable to this action and give it a simple property, now we need a unit which will use it
 
:8. Create a new '''armada unit''' and call it '''t1_unit_01''' and make it a player unit
 
:: If everything went without any issues then your unit shouldn't be able to fire and that will mean that you properly assigned a variable to unitSetProperties action
 
  
== Ways of storing information in variables ==
+
{{tankMobility|abMinHp= 775|rbMinHp= 442}}
  
:* Editing variable value manually
+
The mobility of the {{PAGENAME}} is the same as predecessor, as well as their effective off-road and top speed - about (AB/RB) 40/33 km/h forward and -18/-15 km/h backwards off-road, with top speed being 50/45 forward and -20/-17 backwards .
:: Go to the window with '''Variables''', simply select one of them and just set it's value
 
:: Sometimes it's a good idea to assign some important actions and conditions to variables and then just edit them by changing variable value in the .blk file
 
:* Using '''varSet''' (Int/Real/Bool/String) actions
 
:: Create a varSet action, in '''var''' tab select that variable which you want to edit, then set it's '''value''', you can also import this '''value''' from other variable using '''input_var''' option
 
::{| class="wikitable" style="width: 90%;"
 
|+
 
! style="width: 20%;" |Action
 
! style="width: 70%;" |Description
 
|-
 
| varSetBool
 
|<div class="mw-collapsible mw-collapsed" style="width:100%">Sets a bool value<div class="mw-collapsible-content">
 
'''Notes:'''
 
  
* Using this action will remove (overwrite) everything from selected '''var''' variable
+
== 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|M3A1 (90 mm)}}
  
'''Fields:'''
+
The gun and the ammunition themselves are the same as the ones on ST-A1.
  
* var: Select a bool variable to which you want to input a value
+
As with ST-A1, one must unlock APHE as the very first module and then try to get aim adjustment as soon as possible, leveling it same way as the predecessor, as otherwise it is very hard to defeat opposing tanks and earn research points on this tank.
* value: Select the type of value (checked - True, unchecked - False)
 
* input_var: Select if you want to input the value from other variables
 
* fromDescriptor: unknown
 
</div></div>
 
|-
 
| varSetInt
 
|<div class="mw-collapsible mw-collapsed" style="width:100%">Sets an integer value<div class="mw-collapsible-content">
 
'''Notes:'''
 
  
* Using this action will remove (overwrite) everything from selected '''var''' variable
+
Due to turret being elevated above engine deck, the gun can now depress enough to fire at tanks behind it, no matter how low their profile is, as long as they stay on even ground.
  
'''Fields:'''
+
{| class="wikitable" style="text-align:center"
 
+
|-
* var: Select an integer variable to which you want to input a value
+
! colspan="6" | [[M3A1 (90 mm)|90 mm M3A1]]
* value: Set the number
+
|-
* source_var: Select if you want to input values from ongoing battle (overwrites current '''value''')
+
! colspan="3" rowspan="1" style="width:5em" |Capacity
* input_var: Select if you want to input the value from other variables
+
! rowspan="1" | Vertical <br> guidance
* fromDescriptor: unknown
+
! rowspan="1" | Horizontal <br> guidance
</div></div>
+
! rowspan="1" | Stabilizer
 +
|-
 +
| colspan="3" | 40 || -10°/+13° || ±180° || N/A
 +
|-
 +
! colspan="6" | Turret rotation speed (°/s)
 +
|-
 +
! style="width:4em" |Mode
 +
! style="width:4em" |Stock
 +
! style="width:4em" |Upgraded
 +
! style="width:4em" |Prior + Full crew
 +
! style="width:4em" |Prior + Expert qualif.
 +
! style="width:4em" |Prior + Ace qualif.
 +
|-
 +
| ''Arcade'' || 22.85 || 31.62 || 38.40 || 42.47 || 45.18
 +
|-
 +
| ''Realistic'' || 14.28 || 16.8 || 20.40 || 22.56 || 24.0
 +
|-
 +
! colspan="4" | Reloading rate (seconds)
 +
|-
 +
! colspan="1" style="width:4em" |Stock
 +
! colspan="1" style="width:4em" |Prior + Full crew
 +
! colspan="1" style="width:4em" |Prior + Expert qualif.
 +
! colspan="1" style="width:4em" |Prior + Ace qualif.
 +
|-
 +
| 9.75 || 8.63 || 7.95 || 7.5
 
|-
 
|-
| varSetReal
+
|}
|<div class="mw-collapsible mw-collapsed" style="width:100%">Sets a real value<div class="mw-collapsible-content">
 
'''Notes:'''
 
  
* Using this action will remove (overwrite) everything from selected '''var''' variable
 
  
'''Fields:'''
+
===== Ammunition =====
 
+
{| class="wikitable sortable" style="text-align:center" width="100%"
* var: Select a real variable to which you want to input a value
+
! colspan="8" | Penetration statistics
* value: Set the number
+
|-
* input_var: Select if you want to input the value from other variables
+
! rowspan="2" data-sort-type="text" | Ammunition
* fromDescriptor: unknown
+
! rowspan="2" class="unsortable" | Type of <br /> warhead
</div></div>
+
! colspan="6" | '''Penetration''' '''''in mm''''' '''@ 0°'''
 +
|-
 +
! 10m
 +
! 100m
 +
! 500m
 +
! 1000m
 +
! 1500m
 +
! 2000m
 +
|-
 +
| M318 shot || AP ||174||171||159||149||133||122
 +
|-
 +
| M71 shell || HE || 13 || 13 || 13 || 13 || 13 || 13
 +
|-
 +
| M82 shot || APCBC ||182||180|| 168 || 153 || 140 || 128
 +
|-
 +
| M304 shot || APCR || 264 || 260 || 245 || 226 || 210 || 191
 +
|-
 +
| M332 shot || APCR || 271 || 270 || 245 || 217 || 192 || 170
 
|-
 
|-
| varSetString
+
| M348 shell || HEATFS || 305 || 305 || 305 || 305 || 305 || 305
|<div class="mw-collapsible mw-collapsed" style="width:100%">Sets a string value<div class="mw-collapsible-content">
 
'''Notes:'''
 
 
 
* Using this action will remove (overwrite) everything from selected '''var''' variable
 
 
 
'''Fields:'''
 
 
 
* var: Select a string variable to which you want to input a value
 
* value: Set the text
 
* input_var: Select if you want to input the value from other variables
 
* fromDescriptor: unknown
 
</div></div>
 
 
|-
 
|-
 
|}
 
|}
:* Using '''varAddString''' action
+
{| class="wikitable sortable" style="text-align:center" width="100%"
:: This way you can add a text to existing string variable by adding a '''value''' in the field with same name or a number and setting it selected amount of shown '''digits''' (for example if you add a '''3''' number and set '''digits''' to '''2''' then it will be shown as '''03'''), you can also input all these values from other variables
+
! colspan="11" | Shell details
::{| class="wikitable" style="width: 90%;"
+
|-
|+
+
! rowspan="2" data-sort-type="text" | Ammunition
! style="width: 20%;" |Action
+
! rowspan="2" class="unsortable" | Type of <br /> warhead
! style="width: 70%;" |Description
+
! rowspan="2" |Velocity <br /> in m/s
 +
! rowspan="2" |Projectile<br />Mass in kg
 +
! rowspan="2" | ''Fuse delay''
 +
''in m:''
 +
! rowspan="2" | ''Fuse sensitivity''
 +
''in mm:''
 +
! rowspan="2" | ''Explosive Mass in g<br /> (TNT equivalent):''
 +
! rowspan="2" | ''Normalization At 30° <br> from horizontal:''
 +
! colspan="3" | ''Ricochet:''
 +
|-
 +
! 0%
 +
! 50%
 +
! 100%
 
|-
 
|-
| varSetString
+
| M318 shot || AP || 853 || 11 || N/A || N/A || N/A || +4° ||47°|| 60° || 65°
|<div class="mw-collapsible mw-collapsed" style="width:100%">Sets a string value<div class="mw-collapsible-content">
+
|-
'''Notes:'''
+
| M71 shell || HE || 823 || 11 || 0.1 || 0.5 || 925 || +0° || 79° || 80° || 81°
 
+
|-
* Using this action will remove (overwrite) everything from selected '''var''' variable
+
| M82 shot || APCBC || 853 || 11 || 1.2 || 14 || 137.2 || +4° || 48° || 63° || 71°
 
+
|-
'''Fields:'''
+
| M304 shot || APCR || 1021 || 7.6 || N/A || N/A || N/A || +1.5° || 66° || 70° || 72°
 
+
|-
* var: Select a string variable to which you want to input a value
+
| M332 shot || APCR || 1178 || 5.6 || N/A || N/A || N/A || +1.5° || 66° || 70° || 72°
* value: Set the text
+
|-
* input_var: Select if you want to input the value from other variables
+
| M348 shell || HEATFS || 853 || 6.5 || 0.0 || 0.1 || 926.17 || +0° || 65° || 72° || 75°
* fromDescriptor: unknown
 
</div></div>
 
 
|-
 
|-
 
|}
 
|}
:* Using '''varModify''' action
+
{| class="wikitable sortable" style="text-align:center"
:: To do operations on selected number
+
! colspan="7" | Smoke characteristic
::{| class="wikitable" style="width: 90%;"
+
|-
|+
+
! Ammunition
! style="width: 20%;" |Action
+
! Velocity <br /> in m/s
! style="width: 70%;" |Description
+
! Projectile<br />Mass in kg
 +
! ''Screen radius <br /> in m''
 +
! ''Screen time <br /> in s''
 +
! ''Screen hold time <br /> in s:''
 +
! ''Explosive Mass in g<br /> (TNT equivalent):''
 
|-
 
|-
| varModify
+
| M313 || 821 || 11 || 13 || 5 || 20 || 50
|<div class="mw-collapsible mw-collapsed" style="width:100%">Modifies existing real or integer variable<div class="mw-collapsible-content">
 
'''Fields:'''
 
 
 
* var: Select which variable you want to modify
 
* operator: Select what type of operation you want to do (inv - Inverse, mul - Multiplication, add - Addition, subAB - (var - value), subBA - (value - var), divAB - (var / value), divBA - (value / var), modAB, modBA - get the remainder from a division)
 
* value: Select the value
 
* use_variable: If checked, will use the value from other integer or real variable
 
* var_value: Select a string or real variable
 
</div></div>
 
 
|-
 
|-
 
|}
 
|}
:* using '''varSetRandomInt''' action
 
:: To just let the game choose a random number from selected range
 
::{| class="wikitable" style="width: 90%;"
 
|+
 
! style="width: 20%;" |Action
 
! style="width: 70%;" |Description
 
|-
 
| varSetRandomInt
 
|<div class="mw-collapsible mw-collapsed" style="width:100%">Sets a random integer value<div class="mw-collapsible-content">
 
'''Notes:'''
 
  
* Using this action will remove (overwrite) everything from selected '''var''' variable
+
=====Optics=====
 +
<!--
 +
''Explain how the optic's status can affect the tank's gameplay in any unique or meaningful way. A comparison to rival tanks of the rank is welcome.''  
  
'''Fields:'''
+
''If you are having problems with it, refer to the [[Optics|optics gallery]] page for examples.''-->
  
* var: Select an integer variable to which you want to input a value
+
{| class="wikitable" style="text-align:center" width="50%"
* from: Sets the first value
+
! colspan="3" | {{PAGENAME}} [[Optics]]
* var_from: Sets the first value using an integer variable
 
* to_not_including: Sets the second value (it won't be included in getting the final number)
 
* var_to_not_including: Sets the second value using an integer variable (it won't be included in getting the final number)
 
</div></div>
 
 
|-
 
|-
|}
+
! Which ones
:* using '''varGetIntFromString''' or '''varGetStringValue'''
+
! Default magnification
::{| class="wikitable" style="width: 90%;"
+
! Maximum magnification
|+
 
! style="width: 20%;" |Action
 
! style="width: 70%;" |Description
 
 
|-
 
|-
| varGetIntFromString
+
! Main Gun optics
|<div class="mw-collapsible mw-collapsed" style="width:100%">Imports an integer value from the selected string variable to a selected integer variable<div class="mw-collapsible-content">
+
| x8 || x16 <!--Sometimes the actual value may not be known and here it should be referenced if the optic values are an estimate such as with an "X8.3 (estimated)" notation or something else that way the user will then be able to look to the comparable optics section and see a referenced optic which will have actual in-game data to back up the claim.-->
'''Fields:'''
 
 
 
* value: Select from which string variable you want to import an integer value
 
* var: Select to which integer variable you want to export an integer value
 
</div></div>
 
 
|-
 
|-
| varGetStringValue
+
! Comparable optics
|<div class="mw-collapsible mw-collapsed" style="width:100%">Imports all text from the selected string value<div class="mw-collapsible-content">
+
| colspan="2;" style="text-align:center;" | [[JPz 4-5]]
'''Fields:'''
 
 
 
* var: Select to which string variable you want to import a string value
 
* from_var_name: Select from which string variable you want to import a string value (remember to not put '''@''' before string variable name)
 
</div></div>
 
 
|-
 
|-
 
|}
 
|}
:: Example of how you can set it:
 
  
::: '''Current variables:'''
+
ST-A2 optics are identical to ST-A1. As usual, the user should exploit the superior magnification to target out enemy weaknesses or to snipe unsuspecting opponents from afar.
::: var = t1_unit_string | type = string | value = t1_unit_12
 
::: var = t1_unit_int | type = integer | value = 12
 
  
:: Now I want it to set the string to the name of a unit that has a higher number (by 1)
+
=== 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|M1919A4 (7.62 mm)}}
  
::: '''Actions:'''
+
The 12.7 mm M2HB machine gun was removed, so ST-A2 only has [[M1919A4 (7.62 mm)|7.62 mm M1919A4]] in its turret. It still can be used to damage open-top SPG, but fighting light tanks with it is not possible. Planes are also harder to engage with it.
::: unitSetVar (var = "t1_unit_string" value = "") - to clear value of selected string variable
 
::: unitSetVar (var = "t1_unit_string" value = "t1_unit") - sets the value to that with which starts name of AI units
 
::: varModify (var = "t1_unit_int" operator = "add" value = "1") - adds 1 to existing number
 
::: unitAddString (var = "t1_unit_string" input_var = "t1_unit_int"  digits = "2") - adds the number of the next unit
 
  
:: After that this variable should be shown as '''t1_unit_13'''
+
On other hand, its trajectory is similiar to APHE shell up to 760 m, so you can use it to check your aim in RB, if necessary, which further confirms sniper specialization of ST-A2.
  
= Examples of use =
+
{| class="wikitable"
 +
! colspan="7" |[[M1919A4 (7.62 mm)|7.62 mm M1919A4]]
 +
|-
 +
! colspan="7" |''Coaxial mount''
 +
|-
 +
! colspan="4" rowspan="1" |Capacity (Belt capacity)
 +
! rowspan="1" |Fire rate
  
== Creating a set of triggers that checks multiple areas for units ==
+
(shots/minute)
 +
! rowspan="1" |Vertical
  
This set of triggers is meant to check if there are units in a selected area, then if there's at least one unit from the '''A''' or '''B''' team in it the mission should mark this area on the minimap with a colour depending on which team is at this moment in that area.
+
guidance
If there are both teams in the same area then it should give it white neutral marking on the minimap.
+
! rowspan="1" |Horizontal
The mission should have 36 of those areas and they should be placed next to each other.
 
  
Here's a screenshot showing how it should look:
+
guidance
[[File:Minimap for Variables article.jpg|left|thumb|232x232px]]
+
|-
{{break}}
+
| colspan="4" |4,500 (250)
To make everything behave as intended, you need 8 triggers, one that checks all areas at the start of mission, one that checks all areas later when the first one is disabled, three for checking if there are any units in them and from what team they are, another three triggers to mark all areas and obviously variables, in this case 42 of them.
+
|500
 
+
|N/A
===Adding variables===
+
|N/A
 +
|}
  
The first step to get things done is to add variables that you will need for your mission
+
== Usage in battles ==
:* '''b_area_string'''
+
<!--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).-->
:: String variable, it will store area's name and be used to check current area
 
:* '''b_area_int'''
 
:: integer variable, it will store the number of current area and that number will be added by using '''varAddString''' action to '''b_area_string''' and '''b_area_string_check''' variables
 
:* '''b_area_amount_int'''
 
:: integer variable, it will store current amount of areas, in this case '''36''', you need to set it manually there
 
:* '''b_area_string_check'''
 
:: string variable, it will be used to store current state of the area (1 - there are units from the A team in the area, 2 - there are units from the B team in the area, 3 - neutral)
 
:* '''b_area_01_int - b_area_36_int'''
 
:: integer variables, there will be 36 of them and they will store informations about all created areas
 
:* '''switch_area_string'''
 
:: string variable, it will store the name of '''first_time_check_all_areas''' and then '''switch_area''' variables, set it to '''first_time_check_all_areas'''
 
:* '''check_if_no_one_in_area'''
 
:: string variable, set it to check_if_no_one_in_area (to point it at the trigger with the same name)
 
:* '''check_if_t1_in_area'''
 
:: string variable, set it to check_if_t1_in_area (to point it at the trigger with the same name)
 
:* '''check_if_t2_in_area'''
 
:: string variable, set it to check_if_t2_in_area (to point it at the trigger with the same name)
 
:* '''when_t1'''
 
:: string variable, set it to when_t1 (to point it at the trigger with the same name)
 
:* '''when_t2'''
 
:: string variable, set it to when_t2 (to point it at the trigger with the same name)
 
:* '''when_both'''
 
:: string variable, set it to when_both (to point it at the trigger with the same name)
 
  
===Adding areas===
+
As the ST-A is Japan's first tank project for a new era of tank development, it shows the same gameplay issues as the [[Chi-Ha]]. The weak armor, the slow to mediocre turret rotation speed, quite a long hull and high drop-rate of shells.
  
The second step is to add areas
+
But its not just all negatives, the mobility is good for what it is, has adequate gun depression and the ST-A even comes with HEAT like the [[Chi-Ha]], this time in the form of M348 HEAT-FS researchable as tier IV modification.
:* Create 36 box areas that are placed next to each other
 
:: It should create one big 6x6 box, so it should have 6 columns and 6 rows
 
:: Don't forget to set their size to 2000x2000 meters
 
:: They can't overlap with each other because if that happens it can break the mission, there should be at least 5 meters of free space between areas
 
:* Rename all areas to b_area_01, b_area_02, b_area_03 etc.
 
:: Remember that they can't be named in random order, it is the best to name them from the left to the right or in reverse order
 
  
Here's a screenshot showing how it should look:
+
Other than the similarities to the [[Chi-Ha]], the ST-A2 has its own factors good and bad which should be kept in mind when playing. From the very good reverse speed, great zoom factor and many shell options, the ST-A2 also has an angled front plate unlike the [[ST-A1]], which does place the turret higher, allowing it to shoot over the engine, at the cost of having a higher profile. Also unlike the [[ST-A1]], the .50 has been removed from the ST-A2 which will make it harder to deal with lighter vehicles and planes.
[[File:Areas from the Mission Editor.jpg|left|thumb|300x300px]]
+
===Gameplay===
{{break}}
 
===Creating triggers that checks all areas at the start of mission===
 
  
First trigger will responsible for creating a name of areas which will be later checked in other triggers for the number assigned to every area (1, 2 or 3)
+
The plan is simple and similar to the [[Chi-Ha]] & other early Japanese medium tanks, you want to stay either near or behind your allies and not rush forward, you can't take much damage, but you can deliver a punch. Pre-aim the turret and guide the enemy tanks into the sights as the rotation speed isn't of the fastest.
Basically it work like that, '''first_time_check_all_areas''' sets the value of '''b_area_string''' (for example '''b_area_01''' - name of the area that is going to be checked, it will be needed for showing icons) and '''b_area_string_check''' (for example '''b_area_01_int''' - name of the variable (it's stored value, 1, 2 or 3) that is going to be checked) that is going to be checked, then activates '''when_t1''', '''when_t2''' and '''when_both''' triggers that will shown an icon on the minimap with corresponding color
 
  
''Important note: Order of creating triggers matters, if you set them wrongly then the mission will not work''
+
The further you are from your enemy the better for the inadequate armor, The ST-A comes with an amazing zoom factor and allows for clear sniping, but do keep in mind the shell drop-off are rather high.
  
:'''Trigger name''' = "first_time_check_all_areas"
+
Before you have your hands on the HEAT-FS, the safest bet is to exploit the flanks of the enemy, especially when starting with only AP, frontal penetrations won't happen reliable with the tanks the ST-A faces, try aiming for ammo racks, put a solid round into cramped crew members while trying to get the M82 shot and back up into cover or behind corners as the crew reloads the shell.
:'''Events'''
 
::* Periodic Event = 0.01
 
::: Set it to 0.01 so it will be able switch between areas as fast as it is possible
 
:'''Conditions'''
 
::* varCompareInt (var_value = b_area_int, value = 0, var_value_other = b_area_amount_int, comparison_func = equal)
 
::: This condition will keep changing the number of '''b_area_int''' variable (at the start of mission it is set to 0) until it reaches 36
 
:'''Actions'''
 
::: This part will start working once the trigger will reach the '''36''' number
 
::* unitSetInt (value = 0, var="b_area_int")
 
::: Resets the value of '''b_area_int''' integer variable, so the '''switch_area''' (which will be activated next) will be able to start changing areas from the start (b_area_01)
 
::* unitSetString (value = "switch_area", var = "switch_area_string")
 
::: Changes the value of
 
::* triggerEnable (target = "@switch_area_string")
 
::: Enables '''switch_area''' trigger which will work for the rest of time until the mission ends
 
::* triggerDisable (target = "first_time_check_all_areas")
 
::: Disables this trigger
 
:'''Else'''
 
::* varModify (operator = "add", value = 1, var = "b_area_int")
 
::: It will add 1 every time this trigger is activated (as long as it meets the condition, so the '''b_area_int''' variable has lower number than 37)
 
::* varSetString (value = "b_area_", var = "b_area_string", var ="b_area_string_check")
 
::: It will set '''b_area_string''' and '''b_area_string_check''' variable values to '''b_area_'''
 
::* varAddString (value = "", input_var = "b_area_int", digits = 2, var = "b_area_string", var = "b_area_string_check")
 
::: It will add a number after '''b_area_''' which was set in previous action so '''b_area_string''' value and area name will be the same (in this case '''b_area_01''')
 
::* varAddString (value = "_int", digits = 0, var = "b_area_string_check")
 
::: It will add a text after the full name of area ('''b_area_01''') so it will allow other triggers set or check the number (0 - doesn't change the icon, 1 - change the icon color to A team, 2 change the icon colo r to B team, 3 - change the icon color to neutral white) assigned to '''b_area_01_int''', '''b_area_02_int''', '''b_area_03_int''' etc. variables
 
::* triggerEnable (target = "@when_t1", target = "@when_t2", target = "when_both")
 
::: It will enable all triggers that are needed to add an icon on the minimap
 
  
Three similar triggers which the main function will be to add an icon on the minimap
+
After unlocking the M82 APHE, placing shots is less important, once it penetrates, it's most likely to blow up good. It will come at the cost of the extra penetration, but when aiming for the sides, extra penetration isn't required. It's still a good idea to bring some AP shells with the tank just in-case you have to fight in a frontal engagement and the APHE fails to penetrate.
  
:'''Trigger name''' = "when_t1" - it will check the number assigned to '''b_area_xx_int''' (xx = number) variables, 1 - set the icon color to A team
+
With the HEAT-FS finally unlocked, you can fully make use of the punches you can deal and the zoom you have, help your allies out with the toughest of enemies and simply frontally penetrate them.
:'''Trigger name''' = "when_t2" - it will check the number assigned to '''b_area_xx_int''' (xx = number) variables, 2 - set the icon color to B team
+
===Modules===
:'''Trigger name''' = "when_both" - it will check the number assigned to '''b_area_xx_int''' (xx = number) variables, 3 - set the icon color to neutral team (white)
+
{| class="wikitable"
 
+
!Tier
This one is for '''when_t1'''
+
! colspan="2" |Mobility
Every time only one of these triggers will be used and the rest of them will abort should they not meet the condition
+
!Protection
 
+
! colspan="3" |Firepower
:'''Events'''
+
|-
::* Periodic Event = 0.01
+
|I
::: Just like before, to make it work as fast as it is possible
+
|Tracks||
:'''Conditions'''
+
|Parts
::* varCompareInt (var_value = "@b_area_string_check", value = 1 comparison func = "equal")
+
|M82 shot
::: It will compare the number of value stored in '''b_area_xx_int''' variable with '''1'''
+
|Horizontal Drive
:'''Actions'''
+
|
::*missionShowMapIcon (show = true, team = "both", iconName = "ui/gameuiskin#capturezone_big_ring", areaName = "@b_area_string" colorCode = "team A", scale = 0.20)
+
|-
::*triggerEnable (target = "@switch_area_string")
+
|II
::: If the number of '''b_area_xx_int''' variable is set to 1 then it will show an icon with A team color, then enable '''switch_area''' trigger (it's name is stored in '''switch_area_string''' string) which will switch the area name to check to the next one (b_area_01 -> b_area_02, b_area_02 -> b_area_03 etc.)
+
|Suspension||Brake System
:'''Else'''
+
|FPE
::*missionShowMapIcon (show = false, team = "both")
+
|M304 shot
::*triggerDisable (target = "@when_t1")
+
|Adjustment of Fire
::: If the number of '''b_area_xx_int''' variable is NOT set to 1 then it won't show the icon and just disable this trigger
+
|
 
+
|-
 
+
|III
Now you will need to copy this trigger to make it work for every colour (blue, red and white)
+
|Filters||
 
+
|Crew Replenishment
::* Copy this trigger two times and set the name of copies to '''when_t2''' and '''when_both''', then change their '''value'''s in '''varCompareInt''' to '''2''' for '''when_t2''' and '''3''' for '''when_both'''.
+
|M332 shot
::* Change the color of icon in '''missionShowMapIcon''' (under '''actions''') to '''Team B''' for '''when_t2''' and  '''White''' for '''when_both'''.
+
|Elevation Mechanism
::* Change the '''target''' in '''triggerDisable''' action, switch it to '''@when_t2''' for '''when_t2''' and '''@when_both''' for '''when_both'''.
+
|
 
+
|-
Now go back to the window with '''Variables''' and set values of all '''b_area_xx_int''' (xx = number) variables to 1, 2 or 3.
+
|IV
If you did everything properly then the mission should show blue, red or white icons on the minimap.
+
|Transmission||Engine
 
+
|
===Creating triggers that give a number to ''b_area_xx_int'' variables and keep checking them until the mission ends===
+
|M348 shell
 
+
|Artillery Support
This trigger works like '''first_time_check_all_areas''', the only big difference is the part under '''Actions''', this time it is used to reset trigger state when '''b_area_int''' it reaches 36, other difference is a trigger that is enabled at the end of '''Actions''' and '''Else''', it is set to '''check_if_no_one_in_area''' now.
+
|M313
 +
|-
 +
|}
 +
=== Pros and cons ===
 +
<!--Summarize 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 - they can be substituted with softer forms such as "inadequate" and "effective".-->
  
:'''Trigger name''' = "switch_area"
+
'''Pros:'''
:'''Events'''
 
::* Periodic Event = 0.01
 
::: Set it to 0.01 so it will be able switch between areas as fast as it is possible
 
:'''Conditions'''
 
::* varCompareInt (var_value = b_area_int, value = 0, var_value_other = b_area_amount_int, comparison_func = equal)
 
::: This condition will keep changing the number of '''b_area_int''' variable (at the start of mission it is set to 0) until it reaches 36
 
:'''Actions'''
 
::* varSetInt (value = 0, var = "b_area_int")
 
::: Resets the '''b_area_int''' variable value to '''0'''
 
::* varSetString (value = "b_area_", var = "b_area_string", var ="b_area_string_check")
 
::* varAddString (value = "", input_var = "b_area_int", digits = 2, var = "b_area_string", var = "b_area_string_check")
 
::* varAddString (value = "_int", digits = 0, var = "b_area_string_check")
 
::* triggerEnable (target = "@check_if_no_one_in_area")
 
::: Activates a trigger which changes the value of '''b_area_xx_int''' variable
 
:'''Else'''
 
::* varModify (operator = "add", value = 1, var = "b_area_int")
 
::* varSetString (value = "b_area_", var = "b_area_string", var ="b_area_string_check")
 
::* varAddString (value = "", input_var = "b_area_int", digits = 2, var = "b_area_string", var = "b_area_string_check")
 
::* varAddString (value = "_int", digits = 0, var = "b_area_string_check")
 
::* triggerEnable (target = "@check_if_no_one_in_area")
 
::: Activates a trigger which changes the value of '''b_area_xx_int''' variable
 
  
The next set of triggers will change the number of ''b_area_xx_int'' variables, for that you need to create three similar triggers, which will check if there are any units in areas.
+
*Overall better sniper qualities than ST-A1 (but they only really matter in RB)
 +
*Can defend itself against other tanks in case of a rear flank, unlike ST-A1
 +
*Harder to hit ammo rack in turret from the front, and overall better protection against autocannons, HEAT and pure AP in turret
 +
*Harder to be destroyed by HE shot to the turret, can technically tank some attacker's plane assault with its front
 +
*Harder to destroy by poorly aimed shot in down-tier
  
:'''Trigger name''' = "check_if_no_one_in_area"
+
'''Cons:'''
:'''Events'''
 
::* Periodic Event = 0.01
 
:'''Conditions'''
 
::* unitWhenInArea (math = "3D", object = "all_players_squad", target = "@b_area_string", object_type = "isAlive", check_objects = "any")
 
::: Checks if there are any players in currently checked area
 
:'''Actions'''
 
::* triggerEnable (target = "@check_if_t1_in_area"
 
::: If there are any players then it will enable '''check_if_t1_in_area''' to check if there are any players from the A team
 
:'''Else'''
 
::* triggerEnable (target = "@switch_area_string"
 
::: If there are NOT any players present in the area then it will just enable ''''switch_area''' trigger to switch ''b_area_xx_int'' to the next area
 
  
 +
*Worse against light tanks than predecessor due to lack of 12.7 mm MG
 +
*Still can be destroyed in one shot by nearly anything on battlefield via crew knockout, as long as they have APHE or HESH
 +
*Raised turret still cannot use certain hull down spots, but raises tank's profile
 +
*Hull weak spot is even more relevant now
  
 +
== History ==
 +
''Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, 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></nowiki></code>, as well as adding them at the end of the article. This section may also include the vehicle's devblog entry (if applicable) and the ingame encyclopedia description (under <code><nowiki>=== Encyclopedia Info ===</nowiki></code>, also if applicable).''
  
:'''Trigger name''' = "check_if_t1_in_area"
+
== Media ==
:'''Events'''
+
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
::* Periodic Event = 0.01
 
:'''Conditions'''
 
::* unitWhenInArea (math = "3D", object = "all_players_squad", target = "@b_area_string", object_type = "isTeamA", check_objects = "any")
 
::: Checks if there are any players from the A team in currently checked area
 
:'''Actions'''
 
::* varSetInt (value = 0, var = "@b_area_string_check")
 
::* varModify (operator = "add", value = 1, var = "@b_area_string_check")
 
::: If there are any units from the A team then it will reset the value of ''b_area_xx_int'' variable and add 1 to it (1 = A team color)
 
::* triggerEnable (target = "@switch_area_string"
 
::: It will enable '''switch_area''' to switch ''b_area_xx_int'' to the next area
 
:'''Else'''
 
::* triggerEnable (target = "@check_if_t2_in_area"
 
::: If there are players in the area but they are not from the A team then it will enable another trigger which checks if for the B team
 
  
''Note: If you wonder why there's the var set to '''@b_area_string_check''' and not '''b_area_string_check''' in '''varSetInt''' action.''
+
== See also ==
''If you just set it to '''b_area_string_check''' then it would look for this value: '''b_area_string_check:t = b_area_01_int'''''
+
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
''If you set it to '''@b_area_string_check''' then it will look for this value: '''b_area_01_int:t = 0''' so it can check and set the number stored in currently checked area''
 
  
:'''Trigger name''' = "check_if_t2_in_area"
+
* ''reference to the series of the vehicles;''
:'''Events'''
+
* ''links to approximate analogues of other nations and research trees.''
::* Periodic Event = 0.01
 
:'''Conditions'''
 
::* unitWhenInArea (math = "3D", object = "all_players_squad", target = "@b_area_string", object_type = "isTeamB", check_objects = "any")
 
::: Checks if there are any players from the B team in currently checked area
 
:'''Actions'''
 
::* varModify (operator = "add", value = 2, var = "@b_area_string_check")
 
::: If there are any units from the B team it will add 2 to it (2 = B team color) and if it already added 1 in the previous action then it will set it's color to white (3 - neutral color)
 
::* triggerEnable (target = "@when_t1" target = "@when_t2" target = "@when_both")
 
::: When it is done with checking players it will enable triggers which will show an icon with proper color on the minimap
 
:'''Else'''
 
::* triggerEnable (target = "@when_t1" target = "@when_t2" target = "@when_both")
 
::: When it is done with checking players it will enable triggers which will show an icon with proper color on the minimap
 
  
:After that, it will work exactly like in the previous part (3.).
+
== External links ==
:If you did everything properly, then now this entire set of triggers should work like it was explained in the description of this section.
+
''Paste links to sources and external resources, such as:''
:You can increase the number of areas but you also need to increase the value of '''b_area_amount_int''' variable if you want to do that.
 
  
:Link to the multiplayer mission that contains this set of triggers:
+
* ''topic on the official game forum;''
:[http://drive.google.com/uc?export=download&id=1OxB0E0TVt5mZtS3_mPmMLPBzsH2aVaxn test_gamemode_tanks.blk]
+
* ''encyclopedia page on the tank;''
:Remember that you need to remove '''https://''' part of this link to make it work in War Thunder.
+
* ''other literature.''
  
[[Category:War Thunder CDK]]
+
{{Japan medium tanks}}
[[Category:Custom missions]]
 

Revision as of 00:15, 4 June 2020

ST-A2
jp_st_a2.png
ST-A2
AB RB SB
6.3 6.3 6.3
Class:
Research:31 000 Specs-Card-Exp.png
Purchase:200 000 Specs-Card-Lion.png
Show in game
This page is about the Japanese medium tank ST-A2. For other variants, see Type 61 (Family).

Description

GarageImage ST-A2.jpg


The ST-A2 is a Rank IV Japanese medium tank with a battle rating of 6.3 (AB/RB/SB). It was introduced along with the initial Japanese Ground Forces tree in Update 1.65 "Way of the Samurai".

It is a sidegrade to ST-A1, which takes sniping duty as its main work while neglecting most of the other roles. One can literally treat them as the same tank, but they have some minor quality of life differences, which will be mentioned here.

General info

Survivability and armour

Armour on ST-A2 is about the same as ST-A1, but there are some differences to its weaknesses.

For instance, the hull is now raised to engine deck level and slope goes all the way up the turret, resulting in turret being well above engine deck. The frontal armour is even more angled now, with effective thickness of about 90-100 mm, but it now also connected to engine deck, and in connection spot it's about 80 mm effective thickness like before. Most of tanks can still penetrate entire armour with no issues, so overall on tank's own BR it changes only rear gun depression and ability of certain tanks to just explode the tank with HE when it's hulldown.

Since hull is raised higher, there is less chances that enemy APHE will hit driver optics on accident or will be stopped by transmission and won't destroy the tank. Also, gunner's head is now above gun breech, so random shrapnel has a chance of hitting him, if enemy shell explodes above it, resulting in complete crew knockout, unlike with ST-A1.

For the turret, the commander cupolas was raised a bit and the pintle-mounted machine gun was removed. Overall it makes it harder to destroy tank with HE, but nothing more. However, the turret neck is no longer a weak spot for SPAA to exploit, but tank can still be destroyed by SPAA firing at MG port because their shells still cause spalling or explode and hit ammo rack despite it being rotated away from the weakspot. Still, it will definitely take them longer to deal with the tank that way.

Ammo rack in back of the turret is now facing turret and is much narrower a target, so the gun breech shields it entirely. Because of that, as long as the ST-A2 fires off first two rounds in first-stage rack, the chances of tank exploding due to ammo rack being hit through the turret is reduced. It came at a price, though, as it is now even easier to shoot the tank from the side or back. The block outside of turret's back isn't even modeled, so if HESH hits back of the turret, it's going to explode the entire tank.

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 50 20 34.2 775 954 22.66 27.89
Realistic 45 18 442 500 12.92 14.62

The mobility of the ST-A2 is the same as predecessor, as well as their effective off-road and top speed - about (AB/RB) 40/33 km/h forward and -18/-15 km/h backwards off-road, with top speed being 50/45 forward and -20/-17 backwards .

Armaments

Main armament

Main article: M3A1 (90 mm)

The gun and the ammunition themselves are the same as the ones on ST-A1.

As with ST-A1, one must unlock APHE as the very first module and then try to get aim adjustment as soon as possible, leveling it same way as the predecessor, as otherwise it is very hard to defeat opposing tanks and earn research points on this tank.

Due to turret being elevated above engine deck, the gun can now depress enough to fire at tanks behind it, no matter how low their profile is, as long as they stay on even ground.

90 mm M3A1
Capacity Vertical
guidance
Horizontal
guidance
Stabilizer
40 -10°/+13° ±180° N/A
Turret rotation speed (°/s)
Mode Stock Upgraded Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
Arcade 22.85 31.62 38.40 42.47 45.18
Realistic 14.28 16.8 20.40 22.56 24.0
Reloading rate (seconds)
Stock Prior + Full crew Prior + Expert qualif. Prior + Ace qualif.
9.75 8.63 7.95 7.5


Ammunition
Penetration statistics
Ammunition Type of
warhead
Penetration in mm @ 0°
10m 100m 500m 1000m 1500m 2000m
M318 shot AP 174 171 159 149 133 122
M71 shell HE 13 13 13 13 13 13
M82 shot APCBC 182 180 168 153 140 128
M304 shot APCR 264 260 245 226 210 191
M332 shot APCR 271 270 245 217 192 170
M348 shell HEATFS 305 305 305 305 305 305
Shell details
Ammunition Type of
warhead
Velocity
in m/s
Projectile
Mass in kg
Fuse delay

in m:

Fuse sensitivity

in mm:

Explosive Mass in g
(TNT equivalent):
Normalization At 30°
from horizontal:
Ricochet:
0% 50% 100%
M318 shot AP 853 11 N/A N/A N/A +4° 47° 60° 65°
M71 shell HE 823 11 0.1 0.5 925 +0° 79° 80° 81°
M82 shot APCBC 853 11 1.2 14 137.2 +4° 48° 63° 71°
M304 shot APCR 1021 7.6 N/A N/A N/A +1.5° 66° 70° 72°
M332 shot APCR 1178 5.6 N/A N/A N/A +1.5° 66° 70° 72°
M348 shell HEATFS 853 6.5 0.0 0.1 926.17 +0° 65° 72° 75°
Smoke characteristic
Ammunition Velocity
in m/s
Projectile
Mass in kg
Screen radius
in m
Screen time
in s
Screen hold time
in s:
Explosive Mass in g
(TNT equivalent):
M313 821 11 13 5 20 50
Optics
ST-A2 Optics
Which ones Default magnification Maximum magnification
Main Gun optics x8 x16
Comparable optics JPz 4-5

ST-A2 optics are identical to ST-A1. As usual, the user should exploit the superior magnification to target out enemy weaknesses or to snipe unsuspecting opponents from afar.

Machine guns

Main article: M1919A4 (7.62 mm)

The 12.7 mm M2HB machine gun was removed, so ST-A2 only has 7.62 mm M1919A4 in its turret. It still can be used to damage open-top SPG, but fighting light tanks with it is not possible. Planes are also harder to engage with it.

On other hand, its trajectory is similiar to APHE shell up to 760 m, so you can use it to check your aim in RB, if necessary, which further confirms sniper specialization of ST-A2.

7.62 mm M1919A4
Coaxial mount
Capacity (Belt capacity) Fire rate

(shots/minute)

Vertical

guidance

Horizontal

guidance

4,500 (250) 500 N/A N/A

Usage in battles

As the ST-A is Japan's first tank project for a new era of tank development, it shows the same gameplay issues as the Chi-Ha. The weak armor, the slow to mediocre turret rotation speed, quite a long hull and high drop-rate of shells.

But its not just all negatives, the mobility is good for what it is, has adequate gun depression and the ST-A even comes with HEAT like the Chi-Ha, this time in the form of M348 HEAT-FS researchable as tier IV modification.

Other than the similarities to the Chi-Ha, the ST-A2 has its own factors good and bad which should be kept in mind when playing. From the very good reverse speed, great zoom factor and many shell options, the ST-A2 also has an angled front plate unlike the ST-A1, which does place the turret higher, allowing it to shoot over the engine, at the cost of having a higher profile. Also unlike the ST-A1, the .50 has been removed from the ST-A2 which will make it harder to deal with lighter vehicles and planes.

Gameplay

The plan is simple and similar to the Chi-Ha & other early Japanese medium tanks, you want to stay either near or behind your allies and not rush forward, you can't take much damage, but you can deliver a punch. Pre-aim the turret and guide the enemy tanks into the sights as the rotation speed isn't of the fastest.

The further you are from your enemy the better for the inadequate armor, The ST-A comes with an amazing zoom factor and allows for clear sniping, but do keep in mind the shell drop-off are rather high.

Before you have your hands on the HEAT-FS, the safest bet is to exploit the flanks of the enemy, especially when starting with only AP, frontal penetrations won't happen reliable with the tanks the ST-A faces, try aiming for ammo racks, put a solid round into cramped crew members while trying to get the M82 shot and back up into cover or behind corners as the crew reloads the shell.

After unlocking the M82 APHE, placing shots is less important, once it penetrates, it's most likely to blow up good. It will come at the cost of the extra penetration, but when aiming for the sides, extra penetration isn't required. It's still a good idea to bring some AP shells with the tank just in-case you have to fight in a frontal engagement and the APHE fails to penetrate.

With the HEAT-FS finally unlocked, you can fully make use of the punches you can deal and the zoom you have, help your allies out with the toughest of enemies and simply frontally penetrate them.

Modules

Tier Mobility Protection Firepower
I Tracks Parts M82 shot Horizontal Drive
II Suspension Brake System FPE M304 shot Adjustment of Fire
III Filters Crew Replenishment M332 shot Elevation Mechanism
IV Transmission Engine M348 shell Artillery Support M313

Pros and cons

Pros:

  • Overall better sniper qualities than ST-A1 (but they only really matter in RB)
  • Can defend itself against other tanks in case of a rear flank, unlike ST-A1
  • Harder to hit ammo rack in turret from the front, and overall better protection against autocannons, HEAT and pure AP in turret
  • Harder to be destroyed by HE shot to the turret, can technically tank some attacker's plane assault with its front
  • Harder to destroy by poorly aimed shot in down-tier

Cons:

  • Worse against light tanks than predecessor due to lack of 12.7 mm MG
  • Still can be destroyed in one shot by nearly anything on battlefield via crew knockout, as long as they have APHE or HESH
  • Raised turret still cannot use certain hull down spots, but raises tank's profile
  • Hull weak spot is even more relevant now

History

Describe the history of the creation and combat usage of the ground vehicle in more detail than in the introduction. If the historical reference turns out to be too big, 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>, as well as adding them at the end of the article. This section may also include the vehicle's devblog entry (if applicable) and the ingame encyclopedia description (under === Encyclopedia Info ===, 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 vehicles;
  • 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 tank;
  • other literature.


Japan medium tanks
Type 97  Chi-Ha · Chi-Ha Kai · Chi-Ha Kai TD · Chi-Ha Short Gun
Type 1  Chi-He · Chi-He (5th Regiment) · Ho-I
Type 3  Chi-Nu · Chi-Nu II
Type 4  Chi-To · Chi-To Late
Type 5  Chi-Ri II
Type 61 MBT  ST-A1* · ST-A2* · ST-A3* · Type 61
Type 74 MBT  ST-B2* · Type 74 (C) · Type 74 (E) · Type 74 (F) · Type 74 (G)
Type 90 MBT  Type 90 · Type 90 (B) · Type 90B "Fuji"
Type 10 MBT  TKX (P)* · TKX* · Type 10
Other  Ka-Chi
USA  ▅M4A3 (76) W · ▅M47
  *Prototype