For all your War Thunder questions, enjoy!:
What is War Thunder World of Planes?
War Thunder: World of Planes is an MMO Combat game dedicated to the most pivotal World War II and Korean War battles. In particular, World of Planes lets players take part in massive multiplayer aerial combat, fighting alongside real players all over the world. The game's major battles will be set during the period from 1939 to 1953.
What caused these changes in the game's name?
The online multiplayer universe we are developing has evolved beyond pure aerial combat. The massive historical battles featured in War Thunder cannot be fought with aviation alone—World of Planes is only the beginning.
Will it be released for PC and Mac at the same time? Are you planning public tests for both versions?
Most likely, both versions will be released simultaneously. The closed beta test is planned for the PC-version only.
Will PC and Mac users be able to play together?
Yes! There will be no restrictions preventing this.
What stage is the development at now? When will the game be finished?
The closed alpha test is wrapping up and we are working on improvements for the beta version. The alpha test has been incredibly helpful for the game’s development: we’ve found and fixed various bugs, improved in-game balance, and optimized the game for a number hardware and software configurations. The closed beta test will start in Q1 2012 and thousands of players will be able to join it and play World of Planes. After that, the open beta and project release will follow.
What planes will be available in the game?
In the very beginning, players will be free to choose between the military planes of countries such as the USSR, USA, UK, Japan, and Germany. Some planes that represent other nations (Australia, Italy, and others) will be available in tech.trees of other countries.
All plane models featured in the game were used in combat in all of the major military operations of WWII and the Korean War.
Will players from the US be able to play on European servers and vice versa? If yes, will language barriers be an issue?
Different languages will be the only problem here. Most virtual pilots are adults who can deal with communication issues and will still be able to play. However, the language barrier could potentially be quite irritating, so we’ll probably start separate servers. We’ll see.
Will quick commands be available (such as «Attack», «Need assistance», «Fall back», etc.)?
Since these could help to solve the language barrier – yes, very likely.
Do you plan to provide new players with a training system or mode?
Sure. There will also be several options for tuning the game’s control complexity.
Is the list of playable planes ready yet?
The list of planes that will be featured at launch is ready – it includes almost 150 combat planes!
The Planes sections presents playable planes that will be available in the beginning of the closed beta-test (over 100 models), so it's far not a final list and new models of planes will be added even during the beta. The complete list of aircraft is significantly bigger, taking into account all possible modifications, and armament variations, and visual tuning. All together, about 5,000 different planes fought in WWII – that’s the number we’re after!
Will weather conditions (like wind, rain, snow, or fog) be shown in the game? Will they affect the flight model?
Technically, we already have all of these (you can see them in the Igromir trailer video). We are now deciding when and where to apply these conditions.
At this moment, we’re offering numerous sets of conditions that are automatically generated for each match.
A lot of virtual pilots love to make fan videos showing their flights and aerial combat. Wings of Prey had a lot of nice options for this. Will World of Planes inherit these great options?
Yes, in fact the variety of options for moviemakers will be even bigger! We’ve also added new great cameras for more impressive fan videos.
Will War Thunder: World of Planes have TrackIR compatibility?
Triple Head support?
Stereo 3D support?
You must know that Wargaming.net is publishing a game very similar to World of Planes. What is the most important feature that differentiates your game from theirs?
Of course we know this. (We’ll point out that we started to work on our project and announced it long before them). So that’s Wargaming who should be asked why they chose such a similar name.
Planning to offer realistic massive battles we’ve never been going to limit our project to the skies. Sooner or later War Thunder MMO will offer a full-scale action for air, land and sea vehicles to fight together. Using our rich experience in aviasim games development we are going to make our project attractive to a wide gaming audience.
War Thunder: World of Planes features include:
• Varied PvP-experiences set in full-scale combat missions
• Multiple settings options allow advanced virtual pilots and beginners to enjoy playing the game together
• Rich PvE content: dynamic campaigns, standalone missions, mission editor, and much more for single-player and cooperative gameplay
• Impressive diversity includes detailed models of planes and their cockpits, as well as tanks and ships
• Astonishing graphics, authentic sound effects, and beautiful music
So, World of Planes is only the beginning of the exciting path to huge multiplayer universe of War Thunder.
Part 2: Planes, Battle, Fights
What PvP-mode options will the game feature?
There will be a lot of them:
• Quick Game is a battle with random enemies of comparable skill levels based on scenarios such as aerial domination, capturing airfields, providing assistance in naval battles, defending or destroying enemy bombers, and many more.
• Tournaments are battles with special rules that happen on a schedule, with requirements for all participants.
• Global War is a mode about which details will be revealed later, but the general idea that a player chooses his side, and each battle is not a random game but a successive line of historically consistent victories and losses.
• Sandbox mode leaves players free to define rules, limits, and goals on these servers
• Dynamic campaign, user missions, single missions, and quick editor are modes in which players fight against AI, under certain circumstances.
Besides PvP-mode, are there any other game modes in World of Planes?
Our game is not only an entire online world of multiplayer air battles, but it’s also rich in various PvE missions such as dynamic multiplayer missions and single player missions. Alos, World of Planes players will be able to create their own missions with the Mission Editor.
What are the key features of the flight model?
We use our own flight model created partly on the basis of our previous projects, Wings of Prey and Apache Air Assault.
However, we are working on massive improvements to the flight model, so during the game’s development it will improve significantly
What about game’s damage model?
We continue to tune up the damage system by modifying the one that was used in Wings of Prey. Ballistic parameters for all projectiles have been changed completely. Generally, we tend to stick to logic: one or two well-aimed salvos of machine gun fire, and almost any plane will be doomed. In addition to the overall consistency with historical facts, this gives the game its intensity and drive.
Is the flight model going to be historical or balanced? Will technical characteristics of real planes correspond to those of the in-game aircraft?
The flight model we use is historically accurate as much as possible, so the tactical and technical characteristics of all models will match with their real-world counterparts. We believe that it is much more exciting to pilot realistic planes than fictional ones.
Will planes run out of ammunition and/or fuel? If yes, will it be possible to restore them, and will landing be necessary for that?
Yes, planes can run out of ammo and fuel, and the game will feature a number of variations for restoring them.
Will there be nighttime battles?
It isn’t hard for us to create them, although they do have some particular challenges. PvE missions will certainly offer such battles.
Jets are believed to be the best possible aircraft among all of the planes that the game will feature. Will there be a way to give propeller-driven aircraft a chance, for example, by adding the experimental models of these jets?
We’ll make it realistic in a way that keeps the game interesting. Even early models of jets used to be superior in many situations. However, speed influenced their maneuverability – in a bad way. That’s why these planes were only used for particular missions.
Will the damage taken affect an airplane’s characteristics and influence G-loads?
What happens when player’s plane crashes?
First of all, the crew never dies – they successfully eject from the falling aircraft.
If a player crashes, he spends some in-game points and takes off again, but on a different and completely new plane. If he destroys all of his planes, he won’t get back into the game during this round.
What is the range of visibility for planes in the game? What will influence visibility?
Normally, it will be possible to notice an enemy at range of 3-5km, or with more precise recognition, at 2km. However, an experienced virtual pilot will be able to spot planes even faster.
Visibility is also influenced by sun, weather conditions (such as fog and smoke), clouds, and of course landscape. Gunners in planes with crews will be trained to spot enemies, too. Here is how it will happen: the player spots a dot in the sky far away, keeps looking at it for some time (3-10 seconds depending on the pilot’s skills), and after that the target is marked as a spotted one and the player’s teammates receive a message about it.
Can any planes join the same team? Like, German and Soviet aircraft fighting on one side?
Yes, in the case of trophies. Players can unlock planes from different countries but there will be restrictions to prevent use of the planes that is inappropriate to the setting of each specific match.
Will propeller-driven aircrafts have a chance against jets?
We haven’t yet decided whether to place these two types of planes on the same maps or to keep them apart. But of course there must be limits to balance these machines. Anyway, for some combat missions the advantages of jets will be absolutely ridiculous.
Will Sabers have reflex sights?
Of course they will.
Where will players appear in the beginning of every match: on a runway or in the sky?
Either is possible. It depends on the particular battle scenario.
How large the will the maps be?
Their size in the current version of the game is always at least 65x65km, and it can go up to 100x100km. For jets in the Korean theatre of war, we plan to have areas of 200x200 km. We have the technical potential for larger maps and we are ready to make 300x300km locations.
Will it be possible to interact with the environment: buildings, trees, bridges?
Yes! Also tree branches, wires, antennas, for example – all of these objects will be interactive. (All of them can of course be destroyed … or must be destroyed.)
Will ground forces move in the real-time? Will they be engaged into the battle?
Yes, they will.
The Pacific theatre of war assumes presence of aircraft carriers, right? Will planes be able to take off from carriers in the game?
Part 3:Gameplay out of combat
What will players do between combat mission?
In the game player is represented by his plane (which can be purchased), rank (which partly defines ability to buy new planes), experience, medals and decorations – these are player’s stats available for observation to other players. The game also features a line of personal tasks, missions and achievements. In a word we will offer a lot of positively acclaimed schemes of character progression.
Will it be possible to improve weaponry/engine/entire aircraft? If yes, how realistic will be be?
Yes, as much as possible without conflicting with the game’s principles. A P-39 will remain a P-39, but you’ll be allowed to change its alignment, give it better fuel, as well as load different types of ammunition and hang in some bombs. Perhaps we’ll work in features such as extended ammunition, radios, installation of oxygen equipment, and so on. Players may also get a plane with a worn-out engine that needs to be replaced with a new one; some guns may jam from time to time. Everything is designed according to real life situations on the one hand, and in-game balance on the other.
What about the progression of our character in the World of Planes?
Players will train the skills of the crew: pilot, mechanic, shooters (with traits like vigilance, endurance, tolerance to overload, and others). Also, there are usually physical parameters that may vary for different people and can be developed with training, such as stamina, accuracy (for AI shooters), vigilance and observation skill, resistance to stresses, and so on. Also, initially players get a pretty old and worn-out plane so the player must develop his plane, which involves obtaining new suspended weaponry and improving it, ammunition selection, the best fuel, and sometimes a more well-oiled engine for the aircraft and more reliable weapons, etc.
What kind of visual customization will the planes have?
In terms of purely external modifications, there’s a lot of this in World of Planes (painting, drawing symbols with different decals or pin-up girls, stenciled text, etc.).
Part 4:Controls and complexity
How complicated will it be to fly in War Thunder: World of Planes? Is it a sim, or an arcade game, or something in the middle?
It’s a MMO Action game dedicated to World War II military aviation, armored vehicles, and fleets.. It can be defined as a ‘simulator’ because it’s simulating flying a plane. But it’s not a WWII era plane trainer. All regular (quick) battles will have settings like Realistic, to make the battles historically accurate. In Sandbox mode, players will be able to tune difficulty and realism levels however they want. Tournaments can also have special settings that would differ from the Realistic preset.
In regular matches, planes will follow the rules of aerodynamics. So new players may find it necessary to use a virtual instructor to prevent the plane from stalls, spins, and extreme G-loads. This assistance, on the other hand, will set limits to the player’s freedom of flight. The flight model we use is historically accurate as much as possible, so tactical and technical characteristics of all models will match with their real-world counterparts.
Will such specific maneuvers like the Immelman turn be available for certain planes?
Yes, they will be available.
Can the player control flaps and other elements of the plane?
Players will be free to switch on manual control of such elements. By default auto-trimming is on.
What about 3rd person view?
It will be available, yes.
Will some planes have afterburner?
Of course, for some situations this is crucial.
What about control devices? Is a joystick required to play the game?
Avia Sims are not really simple: player have to learn to move in three dimensions and to think about their speed, acceleration, capabilities of the plane, and whatnot. So it’s hard to invent something more appropriate for a flight simulator than a stick. However, a keyboard and a mouse are absolutely enough for the game. The keys work as usual, and the mouse serves to replace the stick. Flying a fighter will be more dynamic with a stick or a gamepad. For bombing or assaulting a ground target, keyboard + mouse will work fine. Switching to gunners in a bomber and controlling those turrets with your mouse is also a wise choice.
What control device should players choose for World of Planes?
The best possible replacement for a joystick, if you simply don’t have one, is a gamepad. The keyboard and mouse can be rather effective for flying a bomber or an assault fighter. But a device with a stick gives an aerial advantage.
Gamepads (Xbox 360 for Windows for example) are comparable to some inexpensive joysticks (the kind that also requires a mouse and a keyboard). A gamepad can replace all of these devices, though some keys on the keyboard will have to be used. But still a gamepad is not as accurate as a stick.
Can a player swap seats from the pilot’s position to the gunner’s position?
We are going to make it possible, but in the beginning only pilot cockpits will be available.
Will detectors and devices show the plane’s actual state when in cockpit view mode?