Which planes have rockets in war thunder




















A hail of bullets and explosive shells attempted to knock these aircraft out of the sky before they could deliver their payload. In response to these challenges, the United States Navy sought to develop a weapon in which to be able to sink a ship while minimizing the threat of anti-aircraft fire to inbound aircraft.

The outcome of this development resulted in the Tiny Tim anti-shipping rocket, the largest rocket produced at the time even dwarfing the German Nebelwerfer-based BR To help speed up the development process of the Tiny Tim rocket, engineers scrapped together existing parts and equipment where they could to help save time.

The rocket body was manufactured from Fitted with a nozzle engine firing on solid rocket propellant, the Utilising its TNT warhead, it was used to take out coastal defence guns, bridges, pillboxes, tanks and was credited with sinking one Japanese ship and damaging another. The Tiny Tim was a massive rocket weighing around 1, An important option to consider is "relative control"; this dramatically changes how you control the missile.

What this amounts to is that if relative control is off and the player presses the control to move the missile right, the missile will begin moving to the right, then start flying straight in whatever direction it is facing when the player releases the key.

Personal preference will determine how you set this option, but turning relative control off can be more intuitive, as it makes correcting the missile's course quicker and easier.

Beam riding is another primitive form of missile guidance. An aircraft equipped with beam riding missiles will also carry a small radar transmitter, which projects a narrow few degrees wide radio beam in front of the aircraft. When the missile has launched, a receiver on the rear of the missile detects the beam from the aircraft and steers the missile to keep it within the beam.

The effect of this is that the missile will fly wherever the beam is pointing. In-game to use a beam riding missile, you simply fire it; the missile will then enter the beam and fly towards where the nose of your aircraft is pointing.

You can gently manoeuvre the nose of your aircraft to correct the course of the missile. Beam riding missiles have a number of disadvantages; firstly once the missile is fired you have to keep the nose of the aircraft pointing at the enemy aircraft, as the missile follows wherever the nose of your aircraft is pointing.

Secondly the missile has a very low turning ability, if you move the nose of your aircraft too quickly the beam will move away from the missile quicker than the missile can correct, so the missile will fall out of the beam, at which point you lose all control of the missile; therefore you can only make gentle movements once the missile is launched.

Finally, the missile becomes less accurate the further it gets away from the launching aircraft; the beam from the aircraft spreads as it moves away from the aircraft, so at long ranges the missile can still be within the beam, but off-centre some missiles are better at staying centred within the beam than others.

To control the missile, launch it then gently correct its course by moving where the nose of your aircraft is pointing. Infrared IR homing missiles, also known as heat-seeking missiles, or heat-seekers, are the most widespread type of air-to-air missile in War Thunder. Infrared homing missiles have what is known as an IR seeker mounted in the nose of the missile. The IR seeker is capable of detecting the infrared light emitted by the target; and when the missile is launched the IR seeker tracks the source of infrared light and steers the missile towards it.

These missiles are commonly called "heat-seekers", as things which are hot emit large amounts of infrared light, so the missile is effectively looking for hot things to lock on to. Firing Infrared homing missiles in-game is a little more complicated than firing other types of weaponry. You must first turn on the IR seeker see controls section below. Once the seeker is turned on you will see a grey flashing circle appear on your screen, the missile seeker is now warming up; the length of time required for the seeker to warm-up varies between missiles see individual missile pages for details , but is generally several seconds.

Once the seeker has warmed up it will become active and the flashing grey circle will become solid grey; this will be accompanied by a "growling" noise to let you know the missile is active. You must now manoeuvre your aircraft to place the circle over the target you wish to click on to. The seeker on each missile has a maximum range at which it can lock on to a target; you will need to be within that range to get a lock. Most missiles will also require you to be in the rear aspect of your target behind the target so that the missile can lock onto the target's engine exhaust see the all aspect seekers section for more information.

Once a lock is achieved the grey circle will turn red and the growling noise will change in tone, indicating a lock. Once a lock is achieved you can fire the missile, after this point the missile requires no further input and will guide itself to the target. Once the missile is fired there is no guarantee it will hit the target. Early missiles cannot turn very tightly about 5G , so it is possible for the enemy player to dodge the missile.

Most early infrared homing missiles have what is known as a caged IR seeker prior to being launched, this means the seeker is locked facing directly forwards. This is the mode described in the section above and the image in that section ; in-game you will see a small circle, which you have to position over a target to get a lock, then hold over the target until you fire the missile.

Some more advanced missiles are capable of "uncaging" their seeker once a target has been locked. This means that once the seeker has locked onto a target it is free to move. In practice this means that once you have locked on to a target with one of these missiles you no longer have to manually keep the missile's seeker over the target to maintain a lock prior to launch, the missile will maintain its own lock and you can within reason manoeuvre you aircraft before firing the missile.

In-game when the seekers of these missiles are turned on you will see the normal missile seeker ring, but there will also be a larger ring present around the missile seeker ring. War Thunder Store Page. Global Achievements. Showing 1 - 5 of 5 comments. View Profile View Posts. IL series have rockets galore, along with much of the attacker tree.

But to be honest if you want to ground pound the americans are better. Some mount RS rockets that are ok against bombers and light armor ground vehicles light tanks, open top tank destroyers and trucks , but bad against medium and heavy tanks. The other rockets, the RS can however easily kill any tank. Actually plenty of Soviet planes can carry rockets, not only the attack planes.

You should consider however than in realism and simulator the rockets are launch 2 by 2 not 1 by 1 and they are very innacurate. Yeah that's what I was thinking about, forgot the name for it, but they indeed are rockets Share More sharing options Followers 0. Report post. Posted September 25, Hi guys im new in this game and just want to know wich planes can got rockets in the american army. Share this post Link to post Share on other sites More sharing options MostaFox 5,



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