<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://old-wiki.warthunder.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=U116381122</id>
		<title>War Thunder Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://old-wiki.warthunder.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=U116381122"/>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/Special:Contributions/U116381122"/>
		<updated>2026-05-11T04:42:12Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=FlaRakRad&amp;diff=193550</id>
		<title>FlaRakRad</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=FlaRakRad&amp;diff=193550"/>
				<updated>2024-10-14T13:11:22Z</updated>
		
		<summary type="html">&lt;p&gt;U116381122: Updated ammuntion type to remove Roland 3 missile as VT1 are now stock ammo type on vehicle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_flarakrad&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German SPAA {{Battle-rating}}. It was introduced in [[Update &amp;quot;New Power&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
[[File:FlaRakRad internal armor.png|thumb|Internal armour of the FlaRakRad (5 mm)]]&lt;br /&gt;
As the FlaRakRad is the largest ground vehicle in game, and an SPAA, it is not hard for one to guess how the protection situation is. As there is no armour to speak of, the best bet for protecting this vehicle is not to be seen. Try hiding behind large hills, buildings near spawn, and other large obstacles. The non retractable search radar makes it hard to find spots tall enough to hide the FlaRakRad's immense size. However, due to the size of this vehicle, it can take ATGMs from helis occasionally, and can sometimes even eat APFSDS. However, any shot is very likely to cripple you, as the transmission is huge and easily hit.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull ||5 mm||5 mm||5 mm||5 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret ||15 mm||15 mm||15 mm||10 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* The chassis is 30 mm thick.&lt;br /&gt;
* The windows in the cab have no armour.&lt;br /&gt;
* The tracking radar is 15 mm thick.&lt;br /&gt;
* There are 5 mm plates inside the rear compartment (see image).&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=511|rbMinHp=318}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|Roland}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[Roland|Roland SAM]] (x2) || colspan=&amp;quot;4&amp;quot; | Turret rotation speed (°/s) || Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced!!Autoloader&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 10 (2) || rowspan=&amp;quot;2&amp;quot; | -10°/+80° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 74.9 || 103.6 || 125.8 || 139.1 || 148.0 || rowspan=&amp;quot;2&amp;quot; | 5.00 &lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 50.6 || 59.5 || 72.3 || 79.9 || 85.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:Roland/Ammunition|VT1}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''5''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
It is recommended to change the radar range from 10 to 20 km, find a concealed spot near spawn and memorize where the helicopters' airfield is. Helicopters are easy prey for the FlaRakRad; but be careful to take them out quickly or you'll find you have a 9M127 Vikhr headed right at you. Be careful to not radar lock helicopters, as they usually have RWR and will detect you if you lock them. Try instead to hand guide the missiles. This isn't as hard as it seems, as helicopters mostly hover and without the RWR won't know where the missile is coming from. Once the VT1 missile is unlocked, this allows the FlaRakRad to be able to finally engage aircraft with any hint of reliability. Still, one must exercise discipline when choosing when to engage aircraft, as the VT1 can still be dodged. As for the VT1 against helicopters, it just allows the FlaRakRad to kill enemy helicopters quicker, giving them less time to react. All in all, the FlaRakRad is a competent SPAA once one unlocks the missile and has the flexibility to engage aircraft as well as helis. Keep in mind that after firing the second missile, the FlaRakRad will not begin reloading until the second missile hits a target or reaches its max range and self-destructs. This means if you miss the second missile, you are vulnerable to air attack while waiting to reload. Take care not to be hit, and you'll have a good time.&lt;br /&gt;
&lt;br /&gt;
=== Countering [[9K127_Vikhr|Vikhr]]-equipped helicopters ===&lt;br /&gt;
Experienced [[Ka-50]]/[[Ka-52|52]] players will often fire multiple Vikr missiles at you, hoping that the first two of them will neutralize your missiles or they will have loaded rockets that will explode after a fixed distance and will try to shoot your VT1 missiles. You can make their life hard if you circle the target by moving the aiming reticle around the target in small circles, causing your missile to change direction really fast and making it nearly impossible to counter if done right. Remember that you do not need to hit the target directly due to the missile's proximity fuse.&lt;br /&gt;
&lt;br /&gt;
=== Countering advanced planes ===&lt;br /&gt;
Experienced pilots will try to side-climb outside your range and will try to attack from the top where your radar will not show the incoming plane. In order to prevent this from happening, set the range of the radar to 20 km instead of 10 km to detect any side-climbing planes to prioritize before they climb above the maximum radar elevation range.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* High speed missile with long range&lt;br /&gt;
* 1st generation gunner thermals allow the FlaRakRad to track targets without the use of radar easier&lt;br /&gt;
* Missile has enough explosive to destroy lightly-armoured vehicles, and even tanks via overpressure through the turret roof or hull belly.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* The single biggest ground vehicle in the game, longer and taller than a Maus - finding proper concealment is nigh impossible&lt;br /&gt;
* Every single gun in the game, MGs included, poses a threat&lt;br /&gt;
* No reliable defence against any ground vehicles&lt;br /&gt;
* Lack of guns means it cannot defend itself from close aircraft should missiles miss or run out&lt;br /&gt;
* No survivability from attacks from the ground or air&lt;br /&gt;
* Due to the low power-to-weight ratio, gaining speed takes ages even on flat ground and most hills will slow the vehicle to a crawl&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
=== [[wt:en/news/6902-development-flarakrad-protective-sphere-en|Devblog]] ===&lt;br /&gt;
The FlaRakRad self-propelled anti-aircraft missile system with the Roland 3 surface-to-air missile system became the most advanced modification of the Roland, Franco-German anti-aircraft missile. While the army version of the FlaRakPz 1 self-propelled air defense system was equipped with a tracked chassis, the air defense services and the German naval forces settled on wheeled chassis for AA systems for airfield protection. At the end of the 90s, a MAN 6x6 truck was chosen as a chassis for the Roland 2 complex, but soon a unified command vehicle on the chassis of the MAN 15t mil gl KAT I A1 (8×8) truck was adopted, which served as the basis for further development of the Roland family.&lt;br /&gt;
&lt;br /&gt;
One of the latest modernization programs for the complex for the needs of the German army assumed the possibility of launching not only Roland 2 and Roland 3 missiles, but also promising long-range VT1 missiles, but the program was not completed and by 2003 Germany refused to further modernize the Roland complex in favor of more modern systems.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_flarakrad Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Images&lt;br /&gt;
&amp;lt;gallery mode=&amp;quot;packed&amp;quot; caption=&amp;quot;FlaRakRad Devblog Images&amp;quot; heights=&amp;quot;150&amp;quot;&amp;gt;&lt;br /&gt;
File:FlaRakRad WTWallpaper 001.jpg|&lt;br /&gt;
File:FlaRakRad WTWallpaper 002.jpg|&lt;br /&gt;
File:FlaRakRad WTWallpaper 003.jpg|&lt;br /&gt;
File:FlaRakRad WTWallpaper 004.jpg|&lt;br /&gt;
File:FlaRakRad WTWallpaper 005.jpg|&lt;br /&gt;
File:FlaRakRad WTWallpaper 006.jpg|&lt;br /&gt;
File:FlaRakRad WTWallpaper 007.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/6902-development-flarakrad-protective-sphere-en|[Devblog] FlaRakRad: Protective Sphere]]&lt;br /&gt;
&lt;br /&gt;
{{Germany anti-aircraft vehicles}}&lt;br /&gt;
[[Category:Wheeled ground vehicles]]&lt;/div&gt;</summary>
		<author><name>U116381122</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=VT1&amp;diff=193549</id>
		<title>VT1</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=VT1&amp;diff=193549"/>
				<updated>2024-10-14T13:09:03Z</updated>
		
		<summary type="html">&lt;p&gt;U116381122: Added FlaRakRad to vehicles equipped with waepon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
&amp;lt;!-- ''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.'' --&amp;gt;&lt;br /&gt;
The '''{{PAGENAME}}''' is a French SACLOS-guided surface-to-air missile. It was introduced in [[Update &amp;quot;New Power&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|fr_crotale_ng}}&lt;br /&gt;
* {{Specs-Link|sw_crotale_ng}}&lt;br /&gt;
* [[FlaRakRad]]&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
&amp;lt;!-- ''Tell us about the tactical and technical characteristics of the missile.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Missile characteristics&lt;br /&gt;
|-&lt;br /&gt;
| '''Calibre''' || 165 mm&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 73 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''Guidance''' || Semi-automatic (SACLOS)&lt;br /&gt;
|-&lt;br /&gt;
| '''Maximum speed''' || 1,250 m/s&lt;br /&gt;
|-&lt;br /&gt;
| '''Maximum overload''' || 50 G&lt;br /&gt;
|-&lt;br /&gt;
| '''Launch range''' || 12 km&lt;br /&gt;
|-&lt;br /&gt;
| '''Guaranteed launch range''' || 11 km&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile guidance time''' || 20 secs&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive mass''' || 7.86 kg TNTeq&lt;br /&gt;
|-&lt;br /&gt;
| '''Fuse delay''' || 1 m&lt;br /&gt;
|-&lt;br /&gt;
| '''Fuse sensitivity''' || 0.3 mm&lt;br /&gt;
|-&lt;br /&gt;
| '''Arming distance''' || 300 m&lt;br /&gt;
|-&lt;br /&gt;
| '''Trigger radius''' || 8 m&lt;br /&gt;
|-&lt;br /&gt;
| '''Armour penetration''' || 59 mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
''Describe the type of damage produced by this type of missile (high explosive, splash damage, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of missiles that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe situations when you would utilise this missile in-game (vehicle, pillbox, base, etc)''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Best Maximum overload for a SAM (50 G)&lt;br /&gt;
* Great top speed at 1250 m/s&lt;br /&gt;
* The 7.86 kg warhead is very affective against plane &lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Altough it can pull 50 G it is less effective against close aircraft&lt;br /&gt;
* Making sharp turn can make it move uncontrollably&lt;br /&gt;
* The warhead is less effective against tank compared to similar SAM due to its 8m trigger radius&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the article about the variant of the weapon;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Missiles}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U116381122</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Machbet&amp;diff=193548</id>
		<title>Machbet</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Machbet&amp;diff=193548"/>
				<updated>2024-10-14T12:53:18Z</updated>
		
		<summary type="html">&lt;p&gt;U116381122: Maximum G overload of FIM-92 missile, 10G-&amp;gt;13G&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{About&lt;br /&gt;
| about = Israeli SPAA '''{{PAGENAME}}'''&lt;br /&gt;
| usage = other versions&lt;br /&gt;
| link = M113 (Family)&lt;br /&gt;
}}&lt;br /&gt;
{{Specs-Card&lt;br /&gt;
|code=il_machbet&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
IAI, in cooperation with General Dynamics, modernised the [[Hovet]]'s fire control system, introducing an IRST tracker that was more reliable than the [[AN/VPS-2]] and also did not trigger aircraft RWR, and additionally equipped it with a launch unit for four AIM-92 Stinger missiles, allowing it to engage long-range targets. After successful tests of the prototype in 1997, the machine was officially adopted by the Israel Defence Forces (IDF) under the name '''Machbet''' (מחבט - &amp;quot;Racquet&amp;quot;). These vehicles replaced the Hovet in service by 1998 and were deployed along the Purple Line (post-Six-Day War ceasefire line between Israel and Syria) until the Israeli Air Defense Command was disbanded in 2006.&lt;br /&gt;
&lt;br /&gt;
Introduced in [[Update &amp;quot;Wind of Change&amp;quot;]] alongside the initial Israeli tech tree, the overall dimensions of the Machbet are mostly identical to the Hovet. While players will quickly notice the disappearance of the radar rangefinder, the overall capability is improved by the new optical tracker and four FIM-92 Stingers to handle longer range targets. However, being built on the same M113 chassis as the Hovet, the Machbet remains minimally armoured but relatively mobile.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
Despite its thin armour, the Machbet has the particularity of being able to withstand some misplaced shots, but pay attention to HE shells that are able to instantly destroy the vehicle.&lt;br /&gt;
&lt;br /&gt;
Also beware of tanks equipped with machine guns above 7.62 mm calibre, these tanks can easily penetrate the sides of the vehicle.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Aluminium Alloy 5083&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 29-38 mm (44°) ''Front glacis'' &amp;lt;br&amp;gt; 38 mm (26°) ''Lower glacis'' || 44 mm ''Top'' &amp;lt;br&amp;gt; 32 mm ''Bottom'' || 38 mm (9°) || 10-38 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 17 mm (17-18°) ''Turret front'' &amp;lt;br&amp;gt; 150 mm ''Gun mantlet'' || 17 mm (12-19°) || 17 mm (0-20°) || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
While not being the fastest vehicle, especially while stock, the Machbet lacks power in slopes, but on flat ground it can handle itself pretty easily.&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=301|rbMinHp=188}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|2}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|M168 (20 mm)}}&lt;br /&gt;
&lt;br /&gt;
The Machbet is equipped like the M163 with a 20 mm M168 VADS, or Vulcan air defence system. The M168 is a variant of the M61 cannon, which can be found in-game on vehicles such as the Japanese T-2, and the American F-4C Phantom II. Used initially during the Vietnam war, the M168 was a 20 mm air-cooled rotary cannon attached to a small turret on the Machbet. Dangerous to anything in the sky below 2 km, it will lock on and rip through anything in its path. Helicopter and plane will be crippled effectively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[M168 (20 mm)|20 mm M168]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 2,200 (1,100) || rowspan=&amp;quot;2&amp;quot; | 3,000 || rowspan=&amp;quot;2&amp;quot; | -5°/+80° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 66.0 || 91.4 || 111.0 || 122.8 || 130.6 || rowspan=&amp;quot;2&amp;quot; | 26.00 || rowspan=&amp;quot;2&amp;quot; | 23.00 || rowspan=&amp;quot;2&amp;quot; | 21.20 || rowspan=&amp;quot;2&amp;quot; | 20.00&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 44.6 || 52.5 || 63.8 || 70.5 || 75.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}&lt;br /&gt;
* '''HEI:''' {{Annotation|HEI-T|High-explosive incendiary tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}&lt;br /&gt;
* '''AP-I:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}{{-}}{{Annotation|HEF-I|High-explosive fragmentation incendiary}}{{-}}{{Annotation|API-T|Armour-piercing incendiary tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:M168 (20 mm)/Ammunition|HEI-T, AP-I, API-T, HEF-I}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''2''' || 1&amp;amp;nbsp;''(+1)'' || 0&amp;amp;nbsp;''(+2)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Additional armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''Some tanks are armed with several guns in one or more turrets. Evaluate the additional weaponry and give advice on its use. Describe the ammunition available for additional weaponry. Give advice on about how to use them and how to fill the ammunition storage. If there is no additional weaponry remove this subsection.'' --&amp;gt;&lt;br /&gt;
{{main|FIM-92 Stinger}}&lt;br /&gt;
&lt;br /&gt;
The FIM-92 E and K are effective weapons but only under certain conditions. With turns at 13 G maximum overload, the missile will not be able to follow some aircraft unless the angle is favourable. Opportune moments to hit an aircraft are when it is facing directly towards the missile launcher or flying directly away from it. The K upgrade of the missile is more likely to hit due to its proximity fuse with a trigger radius of 5 m. Helicopters, on the other hand, have a good chance of being hit due to their low altitude. Without the use of countermeasures, the missile can be sure to hit a helicopter. However, missiles may have a hard time acquiring helicopters if they are low to the ground, and helicopters may use the terrain to mask themselves or evade incoming missiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[FIM-92 Stinger]] missile || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 4 || rowspan=&amp;quot;2&amp;quot; | -10°/+70° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 66.0 || 91.4 || 111.0 || 122.8 || 130.6 || rowspan=&amp;quot;2&amp;quot; | 19.5 || rowspan=&amp;quot;2&amp;quot; | 17.2 || rowspan=&amp;quot;2&amp;quot; | 15.9 || rowspan=&amp;quot;2&amp;quot; | 15.0&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 44.6 || 52.5 || 63.8 || 70.5 || 75.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:FIM-92 Stinger/Ammunition|FIM-92E, FIM-92K}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''4''' || 0&amp;amp;nbsp;''(+4)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By the time of Machbet's upgrade was done on IADC's fleet of Hovet in late-1990s, the world has already been evolved to the 4th generation jets with more than enough ordnances to take out Machbet at long distance; but if used cautiously against earlier jets with inferior electronics and aim for careless targets, Machbet could still serve the team well with its obsolete chassis.&lt;br /&gt;
&lt;br /&gt;
After players researched Machbet from [[ZSU-23-4 (Israel)|captured ZSU-23-4]], they will soon meet their old-friend: another M163 VADS (Hovet). But when they first get their hands on the &amp;quot;new&amp;quot; vehicle, they can certainly find differences from Hovet - firstly, the iconic [[AN/VPS-2]] tracking radar is now replaced by new opto-electronic trackers with FLIR cameras; secondly, there is a large, cubic box that housed 4 FIM-92 Stingers MANPADS. Some players will compare Machbet with [[SIDAM 25 (Mistral)]] or [[LAV-AD]] which also has similar configuration with guns and MAMPADS, but all these 3 vehicles have a common problem: they lack a search radar for sole operations (while [[Gepard 1A2]] and [[PGZ04A]] have independent search and track devices) as they requires centralized command systems and datalink. So players will have to be extra cautious on enemy aircrafts; thanks to the new FLIR tracker, it now enjoys optical locking at up to 10 km without triggering enemy RWR, as well as its IR channel which boost target searching as player vehicles should be the hottest object both on ground and in the skies. But most of all, players would have to be aware on where enemy aircrafts usually appear (i.e. direction of enemy helipads and air respawns), be sure to utilize the advanced electronics onboard to seek for targets, alternatively asking for the help from allies especially other SPAAs with search radar can further boost the combat capabilities of Machbet; else, players should keep a ear on enemy engine sounds. Therefore, playing aggressively is not a viable option for Machbet; instead, using covers to conceal yourself from enemy visual, then wait for enemy aircrafts in missile/gun firing range is the way to earn victories against enemies. The firepower of M168 Vulcan can certainly shatter enemy in pieces while the Stingers can extend the firing radius up to 6 km (depending on target's heat signature); be sure to leave enough clearance and lead the missile before launching them as you only have 4 chances to hit enemies, hitting subsonic jets or those which have depleted their energy is the best way to score victories with maximum efficiency.&lt;br /&gt;
&lt;br /&gt;
If there are no aerial targets, utilizing the AP belts on Machbet could still achieve some victories against enemy light vehicles or fellow SPAAs. Just make sure to pick the right target as MBTs at its tier is mostly immune to 20 mm autocannons; messing with MBTs which has pintle HMGs can grant Machbet a very quick demise due to the aluminum alloy chassis with little protection.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Access to capable FIM-92 Stinger missiles even when stock.&lt;br /&gt;
** FIM-92K missile an upgradeable option to enhance lethality due to proximity fuze.&lt;br /&gt;
* Have powerful 20 mm M168 for close-range protection against aircraft.&lt;br /&gt;
* Lightweight with good horsepower for good mobility&lt;br /&gt;
* Access to advanced electronics (LRF and thermal camera with optical tracking)&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Armour is thin and basically non-existent except against machine gun calibre rounds&lt;br /&gt;
* Stingers do not have sufficient overload to track fast, mobile targets&lt;br /&gt;
* 20 mm only useful within 2 km firing distance&lt;br /&gt;
* Lacks search radar for target acquisition, requires high situational awareness or help from radar-equipped vehicles&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
As the world entered the last decade of the 20th Century, the [[Hovet]] had already become obsolete against new aerial threats due to its inferior FCS and lack of missiles. Thus, IAI planned for an upgrade to the fleet of Hovets with modernized FLIR tracking systems and FIM-92 Stinger MANPADS; this upgrade also introduced GPS and the &amp;quot;Hermit&amp;quot; (הרמיט) computerized command system for battery vehicles with all-in-one display of radar signals and video display from command systems via a military-grade briefcase laptop.&lt;br /&gt;
&lt;br /&gt;
The upgraded vehicles replaced Hovet in border air-defense by 1998 and served with the Israel Air Defense Command until its disbandment in 2006. &amp;lt;ref&amp;gt;https://web.archive.org/web/20110514104344/http://www.iaf.org.il/241-18138-he/IAF.aspx?indx=1&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [[wt:en/news/7601-development-machbet-desert-vulcan-en|Devblog]] ===&lt;br /&gt;
After the M163 VADS began being decommissioned from American service, the vehicle was heavily exported to foreign operators. Israel was one of several states which adopted the M163 VADS into its own military under the name 'Hovet' in the early 1980s. By the early 1990s however, it was realized that the system required modernization. As such, the IAI company was tasked with developing an upgrade package.&lt;br /&gt;
&lt;br /&gt;
Together with General Dynamics, IAI upgraded the Hovet's fire control system and equipped the vehicle with a Stinger missile launcher, in an effort to increase the vehicle's effectiveness against low-flying jet aircraft. Following successful testing of the prototype in 1997, the vehicle was formally accepted into service with the IDF under the name 'Machbet' in 1998. In the upcoming years, several of the older Hovets were modernized to the Machbet standard. However, the Machbet only saw a short service life with the IDF. Because of changing tasks and requirements, the Machbet was officially withdrawn from active service in 2006.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=il_machbet Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Related development&lt;br /&gt;
&lt;br /&gt;
* [[M113 (Family)]]&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7601-development-machbet-desert-vulcan-en|[Devblog] Machbet: Desert &amp;quot;Vulcan&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
{{Manufacturer IAI}}&lt;br /&gt;
{{Israel anti-aircraft vehicles}}&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>U116381122</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=FIM-92_Stinger&amp;diff=193547</id>
		<title>FIM-92 Stinger</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=FIM-92_Stinger&amp;diff=193547"/>
				<updated>2024-10-14T12:50:56Z</updated>
		
		<summary type="html">&lt;p&gt;U116381122: Grammatical error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Weapon FIM-92 Stinger.png|thumb|right|x250px|The FIM-92K missile after being launched from an Ozelot.]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.'' --&amp;gt;&lt;br /&gt;
The '''{{PAGENAME}}''' is an American infrared homing surface-to-air missile. It exists in two variants: FIM-92E and FIM-92K, and was introduced in [[Update &amp;quot;Wind of Change&amp;quot;]]. It is also known as the &amp;quot;'''Fliegerfaust 2 Stinger'''&amp;quot; in German service. The Stinger is what is commonly known as a MANPADS missile - short for MAN-Portable Air Defense System - and was developed to be portable and self-reliant. As such, the missile comes equipped with an Infra-Red Counter-Countermeasure (IRCCM) seeker, meaning it can reject enemy flares with devastating accuracy and home in straight towards an enemy aircraft. While lacking in range compared to larger, bulkier SAM systems such as the [[Tor-M1]] or [[ADATS]], the significantly more discreet hulls and moderate range of 6 km means, just as in real life, these missiles can pose a threat at a moment's notice.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|germ_flakpz_1a2_Gepard}}&lt;br /&gt;
* {{Specs-Link|us_lav_ad}}&lt;br /&gt;
* {{Specs-Link|il_machbet}}&lt;br /&gt;
* {{Specs-Link|germ_wiesel_2_adwc}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
&amp;lt;!--''Tell us about the tactical and technical characteristics of the missile.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FIM-92E and 92K are identical outside of the 92K having a proximity fuse of 1 meter, noticeably increasing its lethality in cases of near misses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;display:inline-table;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | FIM-92E characteristics&lt;br /&gt;
|-&lt;br /&gt;
| '''Calibre''' || 70 mm&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 10.1 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''Guidance''' || IR&lt;br /&gt;
|-&lt;br /&gt;
| '''IRCCM''' || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Aspect''' || All-Aspects&lt;br /&gt;
|-&lt;br /&gt;
| '''Lock range in rear-aspect''' || 11 km (6.84 mi)&lt;br /&gt;
|-&lt;br /&gt;
| '''Lock range in all-aspects''' || 6 km (3.73 mi)&lt;br /&gt;
|-&lt;br /&gt;
| '''Launch range''' || 5 km (3.11 mi)&lt;br /&gt;
|-&lt;br /&gt;
| '''Maximum speed''' || 670 m/s&lt;br /&gt;
|-&lt;br /&gt;
| '''Maximum overload''' || 13 G&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile guidance time''' || 15 secs&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive mass''' || 540 g TNTe&lt;br /&gt;
|-&lt;br /&gt;
| '''Fuze delay''' || 1 m&lt;br /&gt;
|-&lt;br /&gt;
| '''Fuze Sensitivity''' || 0.1 mm&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;display:inline-table;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | FIM-92K characteristics&lt;br /&gt;
|-&lt;br /&gt;
| '''Calibre''' || 70 mm&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 10.1 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''Guidance''' || IR&lt;br /&gt;
|-&lt;br /&gt;
| '''IRCCM''' || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Aspect''' || All-Aspects&lt;br /&gt;
|-&lt;br /&gt;
| '''Lock range in rear-aspect''' || 11 km (6.84 mi)&lt;br /&gt;
|-&lt;br /&gt;
| '''Lock range in all-aspects''' || 6 km (3.73 mi)&lt;br /&gt;
|-&lt;br /&gt;
| '''Launch range''' || 5 km (3.11 mi)&lt;br /&gt;
|-&lt;br /&gt;
| '''Maximum speed''' ||670 m/s&lt;br /&gt;
|-&lt;br /&gt;
| '''Maximum overload''' || 13 G&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile guidance time''' || 15 secs&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive mass''' || 540 g TNTe&lt;br /&gt;
|-&lt;br /&gt;
| '''Fuze delay''' || 1 m&lt;br /&gt;
|-&lt;br /&gt;
| '''Fuze Sensitivity''' || 0.1 mm&lt;br /&gt;
|-&lt;br /&gt;
| '''Trigger Radius''' || 1 m&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
&amp;lt;!-- ''Describe the type of damage produced by this type of missile (high explosive, splash damage, etc.)'' --&amp;gt;&lt;br /&gt;
The Stinger produces somewhat low shrapnel. This is not to say the missile lacks lethality as some people like to claim, but as it is a man-portable missile its warhead simply isn't as large as conventional SAMs. A hit will usually prove fatal to almost all aircraft, but more resilient aircraft such as the [[Su-25 (Family)]] may occasionally survive a direct hit. It is however to be noted that often when a Su-25 is hit the aircraft itself may ''seem'' fine, but usually suffers irreparable damage to the control wires or fuel tanks in the process, so regardless of any situation firing off more than 2 Stingers at any aircraft is inadvisable.&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
&amp;lt;!-- ''Give a comparative description of missiles that have firepower equal to this weapon.'' --&amp;gt;&lt;br /&gt;
The Stinger is similar to its contemporaries which include but are not limited to the [[9M39 Igla | 9M39]], [[Type 91]], and [[Mistral SATCP | Mistral]] MANPADS class missiles. The 9M39 is roughly equivalent to the Stinger with a similar explosive warhead content and no proximity fuse like the FIM-92E, flying at a slightly slower speed and with a worse all aspect lock range, whereas the Mistral is closer to being a direct upgrade instead with more Gs pulled, a faster firing speed and a warhead with three times more filler. All in all, the Stinger is adequately balanced between practicality and efficiency.&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&lt;br /&gt;
Stingers are best used when an enemy plane is further away than gun range but is still causing you problems. Within an approximately 6 kilometer bubble around your vehicle, a Stinger launched with reasonable margins to the enemy will score a direct hit so long as the enemy does not actively dodge the missile. It is preferable that the missile is launched front aspect when it comes to maneuverability as it is more tricky to dodge a front aspect 10G missile than it is a rear aspect one - but it is also to be noted that this gives the enemy a chance to react. A good use for Stingers is to wait for an enemy aircraft to make a swooping pass, and then shoot the missile at the six of said enemy who will usually only be focusing on gaining some distance between the anti-aircraft systems and themselves. When doing this, it is also helpful to lead the missile - Stingers only pull in the low 10s of Gs, and as such giving the missile a figurative boost can and will often be the difference between a hit and a miss. &lt;br /&gt;
&lt;br /&gt;
Against enemy rotary aviation the Stinger struggles more, unfortunately. The lack of an electro-optical track like its Strela contemporary means that if the seeker fails to see the helicopter you may be stuck staring at a helicopter 3 kilometers away leisurely taking care of your teammates with an unresponsive missile. In this case, it is advisable to try and get closer if possible, or to avoid areas with terrain clutter to reduce the chances of an unsuccessful lock.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Fire-and-forget&lt;br /&gt;
* IRCCM makes it highly resistant to flares once launched&lt;br /&gt;
* K variant has a proximity fuse&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Low overload of only 13 G sees that the missile is defeated by most defensive manoeuvres&lt;br /&gt;
* 6 km all aspect range is outranged by some AGMs&lt;br /&gt;
* Low accuracy within 1 mi (1.61 km)&lt;br /&gt;
* Small Warhead&lt;br /&gt;
* Low Missile Guidance Time (15s)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stinger Development===&lt;br /&gt;
In the 1960s, the US military's standard man-portable air-defense system (MANPADS) was the FIM-43 Redeye, a missile launcher developed by Convair/Ponoma. However, the Redeye missiles were deemed to be too slow, unmanoeuverable, and could not distinguish its target source well enough to be an effective anti-aircraft weapon.&amp;lt;ref name=&amp;quot;FAS_Stinger&amp;quot;&amp;gt;Pike and Sherman 2000&amp;lt;/ref&amp;gt; A program for an improved missile was launched in 1967, titled Redeye II. This new missile program was part of the Advanced Sensor Development Program, which sought to give the man-portable missile an all-aspect seeking capability. By 1971, Redeye II was chosen as the next standard MANPADS missile, and was given the designation FIM-92. The name of the program was eventually changed in March 1972 into the '''Stinger'''.&amp;lt;ref name=&amp;quot;DS_Stinger&amp;quot;&amp;gt;Parsch 2005&amp;lt;/ref&amp;gt;&lt;br /&gt;
[[File:Sergeant shoulders the first Stinger to come off the production line.jpg|x250px|thumb|left|none|A US Army Sergeant shoulders a FIM-92 Stinger.]]&lt;br /&gt;
&lt;br /&gt;
The contract to develop the missiles went to General Dynamics in June 1972.&amp;lt;ref name=&amp;quot;FAS_Stinger&amp;quot; /&amp;gt; The first tests with the missiles began in November 1973, though technical problems caused delays that the first missile was only fired shoulder-launched in 1975.&amp;lt;ref name=&amp;quot;DS_Stinger&amp;quot; /&amp;gt; The Stinger Production Qualification Test-Government (PQT-G) began in April 1976.&amp;lt;ref name=&amp;quot;AT_Stinger&amp;quot;&amp;gt;Army Technology &amp;quot;Stinger Man-Portable Air Defence System (MANPADS)&amp;quot;&amp;lt;/ref&amp;gt; The PQT-G concluded in 1977, and resulted in a mass production contract in April 1978 for General Dynamics to produce the FIM-92A Stinger missiles. The missiles reached the US military, where the Stinger missiles reached IOC (Initial Operational Capability) status in February 1981, resulting in the Stinger's steady replacement of all other MANPADS in service. The basic model, the FIM-92A, featured a cooled conical-scan IR seeker that allowed all-aspect acquisition and homing abilities as well as a AN/PPX-1 Identification, Friend or Foe (IFF) system.&amp;lt;ref name=&amp;quot;FAS_Stinger&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Improvements into the FIM-92 stingers led to succeeding variants. The FIM-92B started development in 1977. It is also known as Stinger-POST (Passive Optical Seeker Technique) and featured an improved IR/UV seeker to better distinguish countermeasures. The next version, the FIM-92C began development in 1984 and was named as Stinger-RMP (Reprogrammable MicroProcessor). Introducing a new microprocessor that was reprogrammable, the Stinger-RMP allowed the Stinger platform to adapt to new threats and countermeasures without requiring a new missile design. The Stinger-RMP became the basis of the succeeding FIM-92D to G variants, which featured various improvements on the Stinger-RMP capabilities.&amp;lt;ref name=&amp;quot;FAS_Stinger&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the article about the variant of the weapon;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[ATAS (AIM-92)]] - Helicopter-borne variant of the Stinger&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&lt;br /&gt;
;Citations&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bibliography&lt;br /&gt;
&lt;br /&gt;
* Army Technology. &amp;quot;Stinger Man-Portable Air Defence System (MANPADS).&amp;quot; ''Army Technology'', Verdict Media Limited, [https://www.army-technology.com/projects/stinger-man-portable-air-defence-system-manpads/ Website]. Accessed 07 Apr. 2021 ([https://web.archive.org/web/20210407164547/https://www.army-technology.com/projects/stinger-man-portable-air-defence-system-manpads/ Web Archive]).&lt;br /&gt;
* Parsch, Andreas. &amp;quot;FIM-92&amp;quot; ''Designation Systems'', 14 Feb. 2005, [http://www.designation-systems.net/dusrm/m-92.html Website]. Accessed 07 Apr. 2021 ([https://web.archive.org/web/20210407163825/http://www.designation-systems.net/dusrm/m-92.html Web Archive]).&lt;br /&gt;
* Pike, John; Sherman, Robert. &amp;quot;FIM-92A Stinger Weapons System: RMP &amp;amp; Basic.&amp;quot; ''Federation of American Scientists - Military Analysis Network'', 09 Aug. 2000, [https://fas.org/man/dod-101/sys/land/stinger.htm Website]. Accessed 07 Apr. 2021 ([https://web.archive.org/web/20210407163553/https://fas.org/man/dod-101/sys/land/stinger.htm Web Archive]).&lt;br /&gt;
&lt;br /&gt;
{{Missiles}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U116381122</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=FIM-92_Stinger&amp;diff=193546</id>
		<title>FIM-92 Stinger</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=FIM-92_Stinger&amp;diff=193546"/>
				<updated>2024-10-14T12:49:58Z</updated>
		
		<summary type="html">&lt;p&gt;U116381122: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Weapon FIM-92 Stinger.png|thumb|right|x250px|The FIM-92K missile after being launched from an Ozelot.]]&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.'' --&amp;gt;&lt;br /&gt;
The '''{{PAGENAME}}''' is an American infrared homing surface-to-air missile. It exists in two variants: FIM-92E and FIM-92K, and was introduced in [[Update &amp;quot;Wind of Change&amp;quot;]]. It is also known as the &amp;quot;'''Fliegerfaust 2 Stinger'''&amp;quot; in German service. The Stinger is what is commonly known as a MANPADS missile - short for MAN-Portable Air Defense System - and was developed to be portable and self-reliant. As such, the missile comes equipped with an Infra-Red Counter-Countermeasure (IRCCM) seeker, meaning it can reject enemy flares with devastating accuracy and home in straight towards an enemy aircraft. While lacking in range compared to larger, bulkier SAM systems such as the [[Tor-M1]] or [[ADATS]], the significantly more discreet hulls and moderate range of 6 km means just as in real life these missiles can pose a threat at a moment's notice.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|germ_flakpz_1a2_Gepard}}&lt;br /&gt;
* {{Specs-Link|us_lav_ad}}&lt;br /&gt;
* {{Specs-Link|il_machbet}}&lt;br /&gt;
* {{Specs-Link|germ_wiesel_2_adwc}}&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
&amp;lt;!--''Tell us about the tactical and technical characteristics of the missile.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The FIM-92E and 92K are identical outside of the 92K having a proximity fuse of 1 meter, noticeably increasing its lethality in cases of near misses.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;display:inline-table;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | FIM-92E characteristics&lt;br /&gt;
|-&lt;br /&gt;
| '''Calibre''' || 70 mm&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 10.1 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''Guidance''' || IR&lt;br /&gt;
|-&lt;br /&gt;
| '''IRCCM''' || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Aspect''' || All-Aspects&lt;br /&gt;
|-&lt;br /&gt;
| '''Lock range in rear-aspect''' || 11 km (6.84 mi)&lt;br /&gt;
|-&lt;br /&gt;
| '''Lock range in all-aspects''' || 6 km (3.73 mi)&lt;br /&gt;
|-&lt;br /&gt;
| '''Launch range''' || 5 km (3.11 mi)&lt;br /&gt;
|-&lt;br /&gt;
| '''Maximum speed''' || 670 m/s&lt;br /&gt;
|-&lt;br /&gt;
| '''Maximum overload''' || 13 G&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile guidance time''' || 15 secs&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive mass''' || 540 g TNTe&lt;br /&gt;
|-&lt;br /&gt;
| '''Fuze delay''' || 1 m&lt;br /&gt;
|-&lt;br /&gt;
| '''Fuze Sensitivity''' || 0.1 mm&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;display:inline-table;text-align:center&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | FIM-92K characteristics&lt;br /&gt;
|-&lt;br /&gt;
| '''Calibre''' || 70 mm&lt;br /&gt;
|-&lt;br /&gt;
| '''Mass''' || 10.1 kg&lt;br /&gt;
|-&lt;br /&gt;
| '''Guidance''' || IR&lt;br /&gt;
|-&lt;br /&gt;
| '''IRCCM''' || Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Aspect''' || All-Aspects&lt;br /&gt;
|-&lt;br /&gt;
| '''Lock range in rear-aspect''' || 11 km (6.84 mi)&lt;br /&gt;
|-&lt;br /&gt;
| '''Lock range in all-aspects''' || 6 km (3.73 mi)&lt;br /&gt;
|-&lt;br /&gt;
| '''Launch range''' || 5 km (3.11 mi)&lt;br /&gt;
|-&lt;br /&gt;
| '''Maximum speed''' ||670 m/s&lt;br /&gt;
|-&lt;br /&gt;
| '''Maximum overload''' || 13 G&lt;br /&gt;
|-&lt;br /&gt;
| '''Missile guidance time''' || 15 secs&lt;br /&gt;
|-&lt;br /&gt;
| '''Explosive mass''' || 540 g TNTe&lt;br /&gt;
|-&lt;br /&gt;
| '''Fuze delay''' || 1 m&lt;br /&gt;
|-&lt;br /&gt;
| '''Fuze Sensitivity''' || 0.1 mm&lt;br /&gt;
|-&lt;br /&gt;
| '''Trigger Radius''' || 1 m&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
=== Effective damage ===&lt;br /&gt;
&amp;lt;!-- ''Describe the type of damage produced by this type of missile (high explosive, splash damage, etc.)'' --&amp;gt;&lt;br /&gt;
The Stinger produces somewhat low shrapnel. This is not to say the missile lacks lethality as some people like to claim, but as it is a man-portable missile its warhead simply isn't as large as conventional SAMs. A hit will usually prove fatal to almost all aircraft, but more resilient aircraft such as the [[Su-25 (Family)]] may occasionally survive a direct hit. It is however to be noted that often when a Su-25 is hit the aircraft itself may ''seem'' fine, but usually suffers irreparable damage to the control wires or fuel tanks in the process, so regardless of any situation firing off more than 2 Stingers at any aircraft is inadvisable.&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
&amp;lt;!-- ''Give a comparative description of missiles that have firepower equal to this weapon.'' --&amp;gt;&lt;br /&gt;
The Stinger is similar to its contemporaries which include but are not limited to the [[9M39 Igla | 9M39]], [[Type 91]], and [[Mistral SATCP | Mistral]] MANPADS class missiles. The 9M39 is roughly equivalent to the Stinger with a similar explosive warhead content and no proximity fuse like the FIM-92E, flying at a slightly slower speed and with a worse all aspect lock range, whereas the Mistral is closer to being a direct upgrade instead with more Gs pulled, a faster firing speed and a warhead with three times more filler. All in all, the Stinger is adequately balanced between practicality and efficiency.&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&lt;br /&gt;
Stingers are best used when an enemy plane is further away than gun range but is still causing you problems. Within an approximately 6 kilometer bubble around your vehicle, a Stinger launched with reasonable margins to the enemy will score a direct hit so long as the enemy does not actively dodge the missile. It is preferable that the missile is launched front aspect when it comes to maneuverability as it is more tricky to dodge a front aspect 10G missile than it is a rear aspect one - but it is also to be noted that this gives the enemy a chance to react. A good use for Stingers is to wait for an enemy aircraft to make a swooping pass, and then shoot the missile at the six of said enemy who will usually only be focusing on gaining some distance between the anti-aircraft systems and themselves. When doing this, it is also helpful to lead the missile - Stingers only pull in the low 10s of Gs, and as such giving the missile a figurative boost can and will often be the difference between a hit and a miss. &lt;br /&gt;
&lt;br /&gt;
Against enemy rotary aviation the Stinger struggles more, unfortunately. The lack of an electro-optical track like its Strela contemporary means that if the seeker fails to see the helicopter you may be stuck staring at a helicopter 3 kilometers away leisurely taking care of your teammates with an unresponsive missile. In this case, it is advisable to try and get closer if possible, or to avoid areas with terrain clutter to reduce the chances of an unsuccessful lock.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Fire-and-forget&lt;br /&gt;
* IRCCM makes it highly resistant to flares once launched&lt;br /&gt;
* K variant has a proximity fuse&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Low overload of only 13 G sees that the missile is defeated by most defensive manoeuvres&lt;br /&gt;
* 6 km all aspect range is outranged by some AGMs&lt;br /&gt;
* Low accuracy within 1 mi (1.61 km)&lt;br /&gt;
* Small Warhead&lt;br /&gt;
* Low Missile Guidance Time (15s)&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stinger Development===&lt;br /&gt;
In the 1960s, the US military's standard man-portable air-defense system (MANPADS) was the FIM-43 Redeye, a missile launcher developed by Convair/Ponoma. However, the Redeye missiles were deemed to be too slow, unmanoeuverable, and could not distinguish its target source well enough to be an effective anti-aircraft weapon.&amp;lt;ref name=&amp;quot;FAS_Stinger&amp;quot;&amp;gt;Pike and Sherman 2000&amp;lt;/ref&amp;gt; A program for an improved missile was launched in 1967, titled Redeye II. This new missile program was part of the Advanced Sensor Development Program, which sought to give the man-portable missile an all-aspect seeking capability. By 1971, Redeye II was chosen as the next standard MANPADS missile, and was given the designation FIM-92. The name of the program was eventually changed in March 1972 into the '''Stinger'''.&amp;lt;ref name=&amp;quot;DS_Stinger&amp;quot;&amp;gt;Parsch 2005&amp;lt;/ref&amp;gt;&lt;br /&gt;
[[File:Sergeant shoulders the first Stinger to come off the production line.jpg|x250px|thumb|left|none|A US Army Sergeant shoulders a FIM-92 Stinger.]]&lt;br /&gt;
&lt;br /&gt;
The contract to develop the missiles went to General Dynamics in June 1972.&amp;lt;ref name=&amp;quot;FAS_Stinger&amp;quot; /&amp;gt; The first tests with the missiles began in November 1973, though technical problems caused delays that the first missile was only fired shoulder-launched in 1975.&amp;lt;ref name=&amp;quot;DS_Stinger&amp;quot; /&amp;gt; The Stinger Production Qualification Test-Government (PQT-G) began in April 1976.&amp;lt;ref name=&amp;quot;AT_Stinger&amp;quot;&amp;gt;Army Technology &amp;quot;Stinger Man-Portable Air Defence System (MANPADS)&amp;quot;&amp;lt;/ref&amp;gt; The PQT-G concluded in 1977, and resulted in a mass production contract in April 1978 for General Dynamics to produce the FIM-92A Stinger missiles. The missiles reached the US military, where the Stinger missiles reached IOC (Initial Operational Capability) status in February 1981, resulting in the Stinger's steady replacement of all other MANPADS in service. The basic model, the FIM-92A, featured a cooled conical-scan IR seeker that allowed all-aspect acquisition and homing abilities as well as a AN/PPX-1 Identification, Friend or Foe (IFF) system.&amp;lt;ref name=&amp;quot;FAS_Stinger&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Improvements into the FIM-92 stingers led to succeeding variants. The FIM-92B started development in 1977. It is also known as Stinger-POST (Passive Optical Seeker Technique) and featured an improved IR/UV seeker to better distinguish countermeasures. The next version, the FIM-92C began development in 1984 and was named as Stinger-RMP (Reprogrammable MicroProcessor). Introducing a new microprocessor that was reprogrammable, the Stinger-RMP allowed the Stinger platform to adapt to new threats and countermeasures without requiring a new missile design. The Stinger-RMP became the basis of the succeeding FIM-92D to G variants, which featured various improvements on the Stinger-RMP capabilities.&amp;lt;ref name=&amp;quot;FAS_Stinger&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the article about the variant of the weapon;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[ATAS (AIM-92)]] - Helicopter-borne variant of the Stinger&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&lt;br /&gt;
;Citations&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Bibliography&lt;br /&gt;
&lt;br /&gt;
* Army Technology. &amp;quot;Stinger Man-Portable Air Defence System (MANPADS).&amp;quot; ''Army Technology'', Verdict Media Limited, [https://www.army-technology.com/projects/stinger-man-portable-air-defence-system-manpads/ Website]. Accessed 07 Apr. 2021 ([https://web.archive.org/web/20210407164547/https://www.army-technology.com/projects/stinger-man-portable-air-defence-system-manpads/ Web Archive]).&lt;br /&gt;
* Parsch, Andreas. &amp;quot;FIM-92&amp;quot; ''Designation Systems'', 14 Feb. 2005, [http://www.designation-systems.net/dusrm/m-92.html Website]. Accessed 07 Apr. 2021 ([https://web.archive.org/web/20210407163825/http://www.designation-systems.net/dusrm/m-92.html Web Archive]).&lt;br /&gt;
* Pike, John; Sherman, Robert. &amp;quot;FIM-92A Stinger Weapons System: RMP &amp;amp; Basic.&amp;quot; ''Federation of American Scientists - Military Analysis Network'', 09 Aug. 2000, [https://fas.org/man/dod-101/sys/land/stinger.htm Website]. Accessed 07 Apr. 2021 ([https://web.archive.org/web/20210407163553/https://fas.org/man/dod-101/sys/land/stinger.htm Web Archive]).&lt;br /&gt;
&lt;br /&gt;
{{Missiles}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Suspended armaments]]&lt;/div&gt;</summary>
		<author><name>U116381122</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Damage_mechanics&amp;diff=193233</id>
		<title>Damage mechanics</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Damage_mechanics&amp;diff=193233"/>
				<updated>2024-10-02T08:13:29Z</updated>
		
		<summary type="html">&lt;p&gt;U116381122: /* Normalization */  corrected a typo - line of side to line of sight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dogfight P51D5vFw190A5.jpg|700px|framless|border|right|A [[P-51D-5|P-51D-5 Mustang]] successfully clipping the left wing on a [[Fw 190 A-5|Fw 190A-5]]]]&lt;br /&gt;
 __TOC__&lt;br /&gt;
&lt;br /&gt;
== Damage calculation ==&lt;br /&gt;
=== Aviation ===&lt;br /&gt;
The game's engine simulates every bullet that is fired for over 2 km before they are deleted, with exceptions for bigger shells such as those fired by the [[BK 5 (50 mm)|50 mm BK 5]] or [[Molins Class M (57 mm)|57 mm Molins]] cannons. The different shells also have different effects on module damage. More of these shell effects can be read in the [[:Category:Ammunition|Ammunition section]].&lt;br /&gt;
Every aircraft has its skin airfoil and material modeled, too. It is therefore possible to see a tracer shell ricochet off an enemy plane's duralumin skin. Some aircraft are quite well armoured from certain angles.  For example, the TB-3 is constructed mainly with 3 mm of corrugated steel. The [[IL-2 (Family)|IL-2]]  and [[IL-10]] series of Russian attackers are also quite durable.&lt;br /&gt;
&lt;br /&gt;
====Naval targets====&lt;br /&gt;
Naval targets in air battles have their own damage mechanics modeled. See [[AI_ship_damage_models|this page]] for more detail.&lt;br /&gt;
&lt;br /&gt;
=== Ground forces: Penetration ===&lt;br /&gt;
==== Line of sight thickness ====&lt;br /&gt;
 [[File:DamageMechanics ShellPenetration LineOfSight.png|thumbnail|left|Line of sight calculation]]&lt;br /&gt;
 &amp;lt;big&amp;gt;Llos = L / cos@&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
 - Llos = Length line of sight (Line of sight thickness)&lt;br /&gt;
 - L = armour plate thickness&lt;br /&gt;
 - @ = angle of armour&lt;br /&gt;
 &lt;br /&gt;
==== Normalization ====&lt;br /&gt;
The calculation of the armour piercing effect of projectiles on sloped armour:&lt;br /&gt;
&lt;br /&gt;
Before the [[Update 1.49 &amp;quot;Weapons of Victory&amp;quot;|&amp;quot;Weapons of Victory&amp;quot; update]], the armour-piercing effect calculation of an angled hit was made based on the normal principle for most tank-based games via normal line of sight thickness, as seen in the picture above.&amp;lt;br&amp;gt;&lt;br /&gt;
At the same time (still before &amp;quot;Weapons of Victory&amp;quot;), for different types of shells a certain distortion of the angle of attack was taken into account depending on the type of projectile (sharp or blunt-nosed shell) and the ratio between the calibre of the projectile to the armour thickness normal (perpendicular vector). In blunt-nosed shells, the final angle which were used for calculation of the armour thickness was reduced, and in sharp-nosed shells - slightly increased, i.e. a normalization factor was artificially added after the crude line of sight thickness calculation.&amp;lt;br&amp;gt;&lt;br /&gt;
However, despite the fact that this method is good enough in most cases - the calculation results do not always completely agree with the actual results of tank armour penetration tests. This was particularly noticeable in cases of penetration with high angles of approach.&lt;br /&gt;
&lt;br /&gt;
[[File:DamageMechanics ShellPenetration SharpNormalizationForces.jpg|thumbnail|left|Forces during impact with de-normalization effects]]&lt;br /&gt;
There are several forces applied to a real shell at the moment of impact with any armour. These forces will bend the trajectory of a projectile which is entering any armour depending on the shape of the projectile nose, the angle of attack, the relation between the calibre of the projectile and the armour thickness normal/sharp-nosed shells while hitting the armour, receive resistance in the form of a larger normal reaction “Rn” and smaller tangential reaction “Rt”. The resultant of these forces relative to the centre of inertia of a projectile creates a moment that de-normalizes the shell, which in turn increases its course through the armour.&lt;br /&gt;
&lt;br /&gt;
[[File:DamageMechanics ShellPenetration BluntNormalizationForces.jpg|thumbnail|right|Blunt-nosed shell impacting, affected by normalization forces.]]Blunt-nosed shells, when hitting an obstacle with its “blunted” tip, will form a ledge in the armour, and will gain from the obstacle and ledge a greater tangential and lesser normal reactions. The moment of the resultant will angle-in the shell towards the normal and as a result it reduces the path of the projectile inside the armour.&lt;br /&gt;
&lt;br /&gt;
The larger is the elongation (length-to-diameter ratio) of the projectile - the stronger is the normalization effect of the projectile. Modern APFSDS munitions have a greater elongation and during an angled hit often penetrate thicker armour than the equivalent of a plate normal.&amp;lt;br&amp;gt;&lt;br /&gt;
However, the projectiles that are modeled in our game were fairly short ones and at high angles of attack had a large de-normalizing effect - both sharp-nosed (for which this effect was bigger), and blunt-nosed (with a smaller effect). The APCR shells of the time had the maximum effect. Thus for the American 90 mm APCR prototype M304 shell (''Terminal ballistic Data Vol 3'' p.157) as we can see the penetration value at an angle of attack of 55 degrees is more than 3 times less than penetration by normal (see Pic.4). If at an angle of 0 degrees of attack, the projectile could penetrate a little more than 12 inches of armour (305 mm), an angle of approach of 55 degrees makes the shell penetrate a little less than four inches (101.6 mm); '''Picture 1'''. Which is comparable with penetration values of the T33 calibre sharp-nosed shell; '''Picture 2'''&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
DamageMechanics StrikingVelocityPenetration 90mmM304.jpg|'''Picture 1''': &amp;lt;br&amp;gt;M304 APCR prototype of the [[M26|M26 ''Pershing'']]&lt;br /&gt;
DamageMechanics StrikingVelocityPenetration 90mmT33.jpg|'''Picture 2''': &amp;lt;br&amp;gt;T33 AP sharp-nosed shell&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These graphs also display that for the calibre shell the drop of penetration from angle of attack is not as huge as for the APCR.&amp;lt;br&amp;gt;&lt;br /&gt;
In “Pic.6” you can see a photo which shows a strong drop of penetration values for APCR projectiles at high angles of attack. This test was based on the shooting of the frontal part of the Tiger 2 tank. As can be seen, both APCR projectiles - 90 mm and 105 mm, did not penetrate the upper side of the tank plate, but they broke through the lower one which has a smaller thickness.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:DamageMechanics TigerIIHull APCR.jpg|Upper 150 mm plate remains intact after being hit by advanced American shells.&lt;br /&gt;
File:DamageMechanics TigerIIHull Lowerglacis.jpg|Lower glacis plate penetrated by 105 mm shell due to thinner armour.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;[[File:DamageMechanics 90mmM304 Statcard.jpg|thumbnail|right|M304 APCR shot stat card showing the three different columns for armour penetration.]]&lt;br /&gt;
This effect [http://forum.warthunder.com/index.php?/topic/237833-devblog-penetration-mechanic-improvements/ has been reproduced in the game since update &amp;quot;1.49&amp;quot;]. For each type of projectile, and for different ratios of calibre/barrier thickness at different angles of attack - own armour penetration fall ratios. Most of the data is taken from the publications '''“WWII Ballistics: Armor and Gunnery”''' and '''“Terminal ballistic Data Vol 2 and 3.”'''.&lt;br /&gt;
&lt;br /&gt;
Tooltips show this as well for each shell, they display the penetration of the shells at three different angles of attack. [[:Category:Game modes#Arcade|Arcade]] penetration indicator accounts for this effect. It also takes into account not only the first part of the tank armour, but several parts under it as well, which will give a more accurate indication of the penetration with such complex structures as gun mantlets and shielded armour. &lt;br /&gt;
==== Breach / Overmatch / Stamping ====&lt;br /&gt;
Overmatching occurs if a shell hits sloped armour that is thinner then the calibre of the tank shell. Overmatching basically neglects the sloped armour ricochet effect. This mechanic was added to the game with [[Update 1.63 &amp;quot;Desert Hunters&amp;quot;#Ground_Vehicle_visual_model._damage_model.2C_characteristic_and_weaponry_changes|Update 1.63 &amp;quot;Desert Hunters&amp;quot;]] and applies to shells 1.3x bigger in diameter than the armour thickness to have a reduced sloping effect. &lt;br /&gt;
&lt;br /&gt;
The bigger the shell, the more effective overmatch is. Shells with sufficient penetration that are greater than 7 x bigger in diameter than the armour thickness will ignore ricochet chance and angle of attack, acting as if the shell is impacting a flat plate.&lt;br /&gt;
&lt;br /&gt;
As of 1.85.0.121 a simple formula to calculate minimum shell calibre required to achieve maximum overmatching is this:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Minimum shell calibre &amp;gt; Armour thickness * 7.0&amp;lt;/span&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This mechanic requires a shell with penetration greater than the nominal thickness of the impacted armour plate. Shells without sufficient penetration will never penetrate, no matter the calibre.&lt;br /&gt;
&lt;br /&gt;
====Hull-break====&lt;br /&gt;
{{Notice| This mechanic is no longer in use in ground battles and has been replaced by [[#Overpressure|overpressure]]. However, hullbreak remains active in naval battles for coastal ships.}}&lt;br /&gt;
In [[Update 1.65 &amp;quot;Way of the Samurai&amp;quot;]], the hull-break mechanic was added into the game for thin-hulled vehicles. This generally applies to non-armoured and lightly-armoured vehicles (with up to 25 mm thickness of hull armour). Unlike the usual method of incapacitating the crew members of a vehicle to secure a destruction, the hull-break mechanics implements a hull and module based damage system to destroy these vehicles.&lt;br /&gt;
&lt;br /&gt;
The [[wt:en/news/4505-the-damage-model-has-been-refined-en/|initial version]] set the criteria as &amp;quot;on the kinetic impact, hits with penetration of the shell of 150 mm calibre on any part of the hull or turret (inclusive of the breech). Or even hitting following penetration of few structural elements of shells of small calibre, upwards of 75 mm and higher. For HE shells, impacts by 75-76 mm HE shells to the hull or turret will be effective. For large calibre HE shells (122-152 mm) hits to chassis components will be counted as fatal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In [[Update 1.71 &amp;quot;New E.R.A&amp;quot;]], the hull-break mechanics was refined towards kinetic shells as requiring the &amp;quot;need to directly hit them with a shell of high energy (more than 1.4 MJ) on one of the major internal modules. E.g. engine, transmission, breech or shell storage.&amp;quot; In [[Update &amp;quot;Ixwa Strike&amp;quot;]], the hull-break mechanic was removed entirely from ground battles, in favour of the more advanced and realistic [[#Overpressure|overpressure]] mechanic.&lt;br /&gt;
&lt;br /&gt;
====Overpressure====&lt;br /&gt;
In [[Update &amp;quot;Ixwa Strike&amp;quot;]], the &amp;quot;overpressure&amp;quot; mechanic was introduced, replacing the hull-break mechanic. It simulates the extreme pressures formed by the shockwave of an HE-based shell explosion, and their effect on the crew inside the vehicle. Overpressure damage calculations are run when the crew is exposed to the overpressure wave. &lt;br /&gt;
&lt;br /&gt;
For open-topped vehicles, this happens whenever the vehicle is within the fragment dispersion radius of the shell's explosion. This makes them extremely vulnerable to any explosive damage.&lt;br /&gt;
&lt;br /&gt;
For closed-up vehicles, this happens when explosion effect manages to penetrate the armour of the vehicle:&lt;br /&gt;
&lt;br /&gt;
For HE, overpressure damage is calculated when a shell fragment from an explosion hits something inside of the vehicle, proving that explosion got inside of it. This leads to high-yield explosives nearly always taking out a vehicle in a single hit, due to the shockwave being able to move around frontal armour and to hit the entirety of the crew that way.&lt;br /&gt;
&lt;br /&gt;
HEAT and HESH shells and ATGM can also create overpressure damage but are less effective at it compared to HE ammunition and seem to only affect vehicles when very thin parts of the hull or their critical weak spots are hit directly, with overall armour thickness of hit surface having to be below 15 mm RHA, since their explosive power is directed towards creating special effects (molten jet for HEAT and scabbing for HESH) instead of producing shockwaves. There are exceptions in HEAT ammunition, which can deal overpressure damage through 20 mm (select few powerful HEAT ATGM) or 30 mm RHA (most tandem missiles). Tanks with reasonable amount of armour will not take overpressure damage from HEAT, even if special effect penetrates them easily.&lt;br /&gt;
&lt;br /&gt;
This mechanic affects vehicles with thin armour negatively, but, unlike with the hullbreak, any tank is potentially vulnerable to overpressure damage. As a result, it makes not only light, but also heavy tanks easier to destroy by using bombs, rockets, big HE shells or artillery strikes. To utilize the mechanic effectively, be sure to aim for a weak spots on the armour, such as roofs, vents, bellies, tank rear and overtrack sponsons, to maximize the chance of a successful penetration. &lt;br /&gt;
&lt;br /&gt;
Overpressure damage can be reduced or negated by tanks with compartment separators (internal RHA screens, engine compartment being used as a shield, etc.), meaning only the crew in hit part of the tank will take damage.&lt;br /&gt;
&lt;br /&gt;
==Creating digital weaponry==&lt;br /&gt;
The following is an exclusive essay by the Gaijin development team to explain how guns' real life behaviour is translated into the game. Hence the focus is primarily on the [[Ground vehicles|ground forces]] part of War Thunder. Also the tone of the text is more personal than usual on the WT Wikipedia.&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
We really love the variety of the military technology from various countries, and we always try to tune its behavior to get it as close to the real-life version as possible. For this reason, we have to pay attention to tuning weapons as well – this is the only way we can show and give emphasis to the entire scope of variety in military vehicles, in addition to showcasing their firepower. Each weapon is unique in its own way, and in order to reproduce this uniqueness, we study a mass of documentation and scrupulously tune not only the weapons, but even each separate ammunition type for each of them. This approach allows us to convey the spirit of each military vehicle in our game as precisely as we can.&lt;br /&gt;
&lt;br /&gt;
First we will tell you how we tune machine guns and cannons. Aircraft and tank weapons work on similar principles, so for the sake of this example, we'll just take one – the 122 mm D-25T cannon, which was installed on the tanks like the IS-2, IS-3 and the IS-4M. Using this weapon's tuning as an example, we'll show you how all the other weapons in the game are tuned and how they work.&lt;br /&gt;
&lt;br /&gt;
The weapon parameters include such variables as its spread and the technical upper limit for its rate of fire. While tuning the weaponry, just like when we tune the shells, we use different documentation like field tests and technical documentation for the vehicles themselves. The search for correct documentation is one of the most difficult and slow processes because different sources show different and often conflicting data. Sometimes it takes time to verify the source, since we have to do reseaech of all the data available. Here we are using data from “aiming data chart of 122mm tank cannon of 1943 variant D-25T” Army publishing MO USSR Moscow, 1969, as well as “Ammunition for 122mm cannons for ground, tank and self propelled artillery. Instruction” War ministry of USSR 1952, “Artillery sergeant textbook” book one, war publishing of NKO 1944. &lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;2&amp;quot; widths=&amp;quot;300px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:Weapons DataChart 122mmcannon1943(D-25T) Book.png&lt;br /&gt;
File:Weapons DataChart 122mmcannon1943(D-25T) Charts.jpg|Aiming data charts for BR-471 shell, that were used in a D-25T cannon.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
At the moment, the rate of fire in our game is an averaged value, since in real life, reload time depends on a multitude of variables. Among other things, these variables include how the ammunition is stored (when expending ammunition, this forces the loader to get shells from a less convenient place in the vehicle) and the weight and shape of the shells (for example, heavy and bulky shells get harder to reload over a longer period of time). We have plans to simulate reloading with such mechanics taken into account, which means introducing a variable rate of fire depending on the state of the ammunition, the loader's fatigue, and the position of the turret itself, which defines which ammunition stowage area is closer and which farther away. For example, the Patton houses just a small part of its ammunition right next to the gunner – the rest is in stowage areas located in a floor-level section, which take a lot longer to access. If we introduce such a system, this will mean that the first rounds will be loaded much more quickly than the current reload time, and later rounds will take much longer. This system is still only in development, however.&lt;br /&gt;
&lt;br /&gt;
Rate of fire is displayed in terms of shots per second, and our weapon has a value of 0.048 shots per second, or 1 shot every 20.8 seconds. This is the minimal reload time for any round for this vehicle with maxed out crew skills.&lt;br /&gt;
&lt;br /&gt;
The spread is calculated in the following way: From the firing tables we know the circular error probability (CEP) of the shot for both (horizontal and vertical) deviation axes at a distance of 1,000 m. For example, the given cannon has a CEP equal to 0.3 m, so we can calculate the angle of dispersion for the weapon. As half of both axes of dispersion are equal to four CEP for either the vertical or horizontal, it equals 1.2 m in our case, which is 0.069 degrees on both the vertical and horizontal. That means that at 1,000 m, the D-25T's maximum spread will amount to roughly 2.4 m, which means that even at maximum spread, you will still hit the tank's silhouette even at that distance. Many weapons, of course, will have different mean average deviation values for horizontal and vertical and then the spread will appear to be ellipse shaped. At the same time, in half of the cases, the shell will hit at half distance from the edges closer to the center than at the maximum level of angular displacement. This is how we simulate the level of weapon accuracy comparable to the reality of real combat vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;2&amp;quot; widths=&amp;quot;300px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:Weapons DataChart Dispersion.jpg|Ellipse and dispersion scales by distance, by direction and by height.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Shells ===&lt;br /&gt;
Now that the weapon has its primary characteristics and is ready for battle, we move on to tuning its ammunition. A great many forms of ammunition were used, and listing them all along with describing how they work is a subject for a separate and long treatise. To show the adjustments we make, we'll use one of the shells for our weapon as an example – a pointed armour-piercing high-explosive round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;2&amp;quot; widths=&amp;quot;300px&amp;quot; heights=&amp;quot;250px&amp;quot;&amp;gt;&lt;br /&gt;
File:Weapons 122mm BR-471 APHE Shell.jpg&lt;br /&gt;
File:Weapons DamageModel Shells Fuses.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Screenshot T-34 protected by stone fence.jpg|thumb|right|The wall protects part of the tank from shrapnel and resulting shockwave from the explosion.]]&lt;br /&gt;
[[File:DamageMechanics ShellIcons ShellEffects Terrain.jpg|thumb|right|You can easily understand different shell effects by just looking at the shell icons.]]&lt;br /&gt;
First of all, we set such parameters as the shell's weight (25 kg), its calibre (0.122 m), its muzzle velocity (795 m/s), and its type (armour-piercing high-explosive – APHE). These values determine the round's ricochet and normalization, the basic kinetic damage parameters, and the round's additional properties, such as the presence of explosive material. Next we have its ballistic settings (the round's energy loss), and the chance that the round will cause a fire when it hits a fire-vulnerable module – this setting is separate from the explosive setting, and we can use it to simulate the chance of ignition from tracers (if tracer ammunition is used) or ignition from sparks produced when a round hits an obstacle.&lt;br /&gt;
&lt;br /&gt;
In addition, there are settings like the round's fragmenting action, the detonator parameters and the power of the explosion itself. The explosive wave and the shrapnel broadly take into account both the shape of the landscape and any obstacles in their path (in the real world, explosives don't disperse in a straight line or from a single point). This means that a tank can hide from shockwaves and shrapnel behind various obstacles, and separate modules on a tank will protect the other modules from taking additional damage. For example, a round which penetrates the rear armour of a tank and explodes behind the engine might do no harm to the crew, as the engine blocks the shrapnel and the shockwave.&lt;br /&gt;
&lt;br /&gt;
Each individual shell in our physics model has its own settings, such as the explosive power, i.e. the thickness its shockwave can penetrate at short range, and the explosion radius at which its power is maximum and at which it fully disappears. Apart from the explosion itself, the shell also has a fragmenting action which we provide as a radius, shrapnel amount and shrapnel penetration. It's also worth noting that secondary shrapnel is also added to shell shrapnel. Secondary shrapnel occurs after the target itself is penetrated. &lt;br /&gt;
&lt;br /&gt;
As you can see, there are quite a few of these settings, and we consider them a very important part of allowing players to determine the required effect of a shell without reading a long list of its characteristics. This is precisely why the shell icons are different depending on their parameters. If the round has high penetration, then its icon will show exactly that. If it has an explosive substance and/or a fragmenting effect from the shell itself, this will also be added to the icon. Be careful when selecting a shell – the various shells don't just have different penetration characteristics and fragmenting actions or explosive properties, they also lose their energy differently. Note how the numerical value of armour penetration changes depending on the distance of the shot. This is shown on the shell's tooltip.&lt;br /&gt;
&lt;br /&gt;
When considering the damage model, it is very important to at least point out the fact that in our game, we model the characteristics of various types of materials – glass, reinforced glass, wood and various types of metal used in both aircraft and ground vehicles. Each material has its own equivalent durability in terms of armour steel thickness. For example, we calculate that 100 mm rolled armour has an armour steel thickness equivalent to 100 mm, cast armour has a 94 mm equivalent thickness, reinforced glass – 20 mm and wood – 10 mm.&lt;br /&gt;
&lt;br /&gt;
===Netcode or Defining the impact point===&lt;br /&gt;
[[File:Yak9T_destroy_Fw190_wings.jpg|thumb|right|One critical hit on an aircraft's wing is much more effective than multiple impacts on the fuselage.]]&lt;br /&gt;
One of the most important questions, especially in online games, is the question of defining the impact point on an enemy when two players may have internet connections with entirely different levels of quality. This is particularly relevant in a game in which the combatants can move at high speed – in our case, in air battles.&lt;br /&gt;
&lt;br /&gt;
For our game, we developed a system to define the position of each player independent of the delay they're playing with. We won't get into all the little details, but in short, this works in the following manner: the server receives only the players' own control commands (for example: joystick movement, trigger press, flap controls and so on) and their individual actions (such as activating fire extinguishers and respawn requests) and using this information, it calculates the movement and actions of each player. At the same time, it separately calculates each shell fired, including their full ballistics, including the difference between vehicle speeds (a shell will do more damage in head-on attack for the two aircraft than it would to aircraft flying away) and all the effects these shells have – all of this is independent of the vehicle's rate of fire – without any simplification! For example, the Hurricane's machine guns have a rate of fire of 1,000 shots per minute, which means that when you pull the trigger on the Hurricane Mk II, which has 12 machine guns, this aircraft alone fires 200 bullets per second into the air, each of them has their flight and trajectory individually calculated by the server! We will remind you about how damage calculation works inside the game for both aviation and ground vehicles after a hit: &lt;br /&gt;
[[File:Me262 intercepting B-29.png|thumbnail|right|[[B-29A-BN|B-29 ''Superfortress'']] under a head-on attack by a [[Me_262_A-1/U4|Me 262 ''Schwalbe'']]]]&lt;br /&gt;
&lt;br /&gt;
* Breach check - if calibre is six times higher than plate thickness it breaches the plate automatically.&lt;br /&gt;
* If there is no breach - bound check. &lt;br /&gt;
* If there is no bound shot - then we do a penetration check, for which the following characteristics are taken into account - current penetration value, armour slope angle, and slope angle of the machine itself, angle of impact. Armour thickness is calculated and we do a check as to whether a shell can or cannot penetrate the armour. If not and the shell has explosives - it detonates and attachments can be damaged.&lt;br /&gt;
* If there is penetration the shell deals the damage to the armour, loses penetration value and kinetic damage proportionally to armour thickness and goes further. Also each kinetic shell creates a shard cone that can damage modules and crew in the sector.&lt;br /&gt;
* The shell itself goes further and when hitting any internal module all the above mentioned checks are made (excluding cases when a fragmentation shell hits armour with thickness thinner than 3-4mm - it will not generate a fragmentation cone then). Checks are made until the penetration value of a shell is enough to penetrate a module or until the fuse goes off (if the shell has explosives and armour was not thick enough to make it go off) A distance needed for the fuse is 0.5-1.5 m from the penetration point depending on calibre and type.&lt;br /&gt;
* When the fuse goes off the explosion follows which creates HE and fragmentary spheres of damage. Crew members and modules within the spheres may be damaged by shards and shockwave.&lt;br /&gt;
&lt;br /&gt;
The server then sends the results of these calculations to each player in the session to synchronize the data, which is also calculated on the players' own systems. &lt;br /&gt;
&lt;br /&gt;
Thanks to lag compensation, which consists of physical extrapolation, visual model display interpolation and time rewind with extra physical simulation, you always see the surrounding players in positions as close as possible to their real positions, which allows players to lead their opponents and target critical areas on their target regardless of the ping of any of the battle's participants (up to a certain point, of course). Any physical objects in the world, particularly heavy vehicles, possess inertia and physical properties that significantly constrict their &amp;quot;cone of uncertainty&amp;quot; – their possible states in space over a time delay – which provides a means to achieve significantly better lag compensation results than usually possible in online shooters. It also allows for creating a response in the game entirely independent of the server's reciprocal response, which means that all your actions (such as shooting and manoeuvring) are applied in your client immediately and without delay. We try, as much as it is possible to do so, to ensure that delay in contacting the server does not stop players from enjoying the game, and thanks to this system, players with various levels of ping on various servers will barely notice the difference in gameplay. Only when players have extremely high ping will they see their opponents' sharp manoeuvres far later and sharper than when they actually happened.&lt;br /&gt;
&lt;br /&gt;
Of course, no algorithm can make up for an unstable connection, when network packets don't reach the client or the server. In such cases, players may see their opponents' manoeuvres with a delay or distortion, and may even experience other problems in the game – it all depends on how often the packets drop. However, here too we have created special mechanisms to help ensure that such problems affect the players as little as possible. For example, the main movement and firing controls can suffer a packet loss of over 50%. This allows us to even further reduce the consequences of poor connections. However, it's worth remembering than any multiplayer game will be better if you have a good internet connection!&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|ryx7Uxo_3X0|'''The Shooting Range #250''' - ''Special'' section at 09:08 discusses Overpressure.|srKv5v9zoGA|'''The Shooting Range #216''' - ''Special'' section at 08:28 discusses Volumetric rounds.|YzUXH6GmH2E|'''The Shooting Range #130''' - ''Tactics &amp;amp; Strategy'' section at 13:18 discusses Hullbreak mechanics.|rnfxWsXct9E|'''The Shooting Range #12''' - ''Science of War'' section at 03:06 discusses damage calculation.|aPfgmUwiJMA|'''The Shooting Range #10''' - ''Science of war'' section at 03:01 discusses the different types of armour.}}&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!--Paste links to sources and external resources, such as:&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/7090-development-improvements-in-the-high-explosive-action-of-ammunition-en|[Devblog] Improvements in the high-explosive action of ammunition]]&lt;br /&gt;
* [[wt:en/news/6856-development-volumetric-shells-in-the-raining-fire-update-en|[Devblog] Volumetric shells in the &amp;quot;Raining Fire&amp;quot; update]]&lt;br /&gt;
* [[wt:en/news/6010-development-improved-calculation-of-armour-penetration-in-the-game-en|[Devblog] Improved Calculation of Armour Penetration in the game]]&lt;br /&gt;
* [[wt:en/news/4505-the-damage-model-has-been-refined-en|[News] The damage model has been refined]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Game mechanics]]&lt;/div&gt;</summary>
		<author><name>U116381122</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Rh120_L/55_(120_mm)&amp;diff=184247</id>
		<title>Rh120 L/55 (120 mm)</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Rh120_L/55_(120_mm)&amp;diff=184247"/>
				<updated>2024-03-27T13:26:18Z</updated>
		
		<summary type="html">&lt;p&gt;U116381122: /* Vehicles equipped with this weapon */  added the leopard 2a7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description ==&lt;br /&gt;
''Write an introduction to the article in 2-3 small paragraphs. Briefly tell us about the history of the development and combat using the weaponry and also about its features. Compile a list of air, ground, or naval vehicles that feature this weapon system in the game.''&lt;br /&gt;
&lt;br /&gt;
=== Vehicles equipped with this weapon ===&lt;br /&gt;
&amp;lt;!-- ''List out vehicles that are equipped with the weapon.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* {{Specs-Link|germ_leopard_2a6}}&lt;br /&gt;
* {{Specs-Link|sw_leopard_2a6nl}}&lt;br /&gt;
* [[Leopard 2A7V]]&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
''Tell us about the tactical and technical characteristics of the cannon or machine gun.''&lt;br /&gt;
&lt;br /&gt;
=== Available ammunition ===&lt;br /&gt;
&amp;lt;!-- ''Describe the shells that are available for the weapon and their features and purpose. If it concerns autocannons or machine guns, write about different ammo belts and what is inside (which types of shells).'' --&amp;gt;&lt;br /&gt;
{{:{{PAGENAME}}/Ammunition|DM12A1, DM33, DM53}}&lt;br /&gt;
&lt;br /&gt;
=== Comparison with analogues ===&lt;br /&gt;
''Give a comparative description of cannons/machine guns that have firepower equal to this weapon.''&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
''Describe the cannon/machine gun in the game - its distinctive features, tactics of usage against notable opponents. Please don't write a &amp;quot;guide&amp;quot; - do not impose a single point of view, but give the reader food for thought.''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''Summarise and briefly evaluate the weaponry in terms of its characteristics and combat effectiveness. Mark pros and cons as a list.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* High-penetrating APFSDS DM53 shell&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
''Examine the history of the creation and combat usage of the weapon 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 weapon and adding a block &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Weapon-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the article about the variant of the cannon/machine gun;''&lt;br /&gt;
* ''references to approximate analogues by other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Germany tank cannons}}&lt;br /&gt;
{{Sweden tank cannons}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Tank cannons]]&lt;/div&gt;</summary>
		<author><name>U116381122</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Waffentrager&amp;diff=183770</id>
		<title>Waffentrager</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Waffentrager&amp;diff=183770"/>
				<updated>2024-03-22T10:40:18Z</updated>
		
		<summary type="html">&lt;p&gt;U116381122: added a small amount of tet to the survivability section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_waffentrager_krupp_steyr&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg|ArtImage_{{PAGENAME}}.png }}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German tank destroyer {{Battle-rating}}. It was introduced in [[Update 1.71 &amp;quot;New E.R.A.&amp;quot;]]. Waffenträger translates to &amp;quot;weapon carrier&amp;quot; in English.&lt;br /&gt;
&lt;br /&gt;
The Waffenträger 88 mm PaK 43/3 is a German prototype tank destroyer from World War II. With its default yellow camouflage, low profile, and 88 mm cannon, the Waffenträger is a versatile tank destroyer that can play many roles and offer new playstyles that are not possible with conventional turretless German tank destroyers. The vehicle had a single 88 mm PaK43/3 gun and no secondary armament. It was assumed from the start that the new tank destroyer would be as simple in construction and design as possible, that the crew compartment would only be marginally protected, and that the vehicle would enter production as soon as possible.&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The Waffenträger is extremely vulnerable in a combat zone due to its extremely weak armour and open-topped design. Even if the thin armour may not set off the fuse of enemy shells, the extensive placement of ammunition around the tank frequently results in explosions if the crew compartment at the back of the tank is penetrated. Furthermore, any planes that spot the Waffenträger will not hesitate to strafe it (especially if they have been a victim of its long 88), resulting in the vehicle's destruction. Remember that Waffenträger can be easily damaged by nearby explosions from bombs or artillery; always move or change position whenever you notice planes heading your way or an enemy artillery alert is displayed.&lt;br /&gt;
&lt;br /&gt;
'''Armour type:'''&lt;br /&gt;
&lt;br /&gt;
* Rolled homogeneous armour&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || 10 mm (76°), 20 mm (46°) ''Front glacis'' &amp;lt;br&amp;gt; 5 mm (46°) ''Engine grille'' &amp;lt;br&amp;gt; 20 mm (44°) ''Lower glacis'' &amp;lt;br&amp;gt; 10 mm (46°) ''Crew ports'' || 10 mm (25°) ''Top'' &amp;lt;br&amp;gt; 10 mm ''Bottom'' || 10 mm (26°) ''Top'' &amp;lt;br&amp;gt; 10 mm (15°) ''Bottom'' || 5 mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || 20 mm (41°) ''Turret front'' &amp;lt;br&amp;gt; 20 mm (5-46°) ''Gun mantlet'' || 10 mm (22-24°) || 10 mm (24°) || N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* Suspension wheels are 20 mm thick, and tracks are 30 mm thick.&lt;br /&gt;
* Belly armour is 5 mm thick.&lt;br /&gt;
* A 10 mm structural steel plate covers the engine from the crew.&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
The Waffenträger's mobility is suboptimal, and it frequently fails to react quickly enough to the sudden appearance of enemy tanks in close combat. Due to its slow turret traverse speed and slow top speed, it can be difficult to reach advantageous positions ahead of time against enemy light tanks at the start of the match. This, combined with the fact that the engine is located in front of the tank, makes it easy for enemy gunfire to disable the vehicle. To maximise your reaction time, always plan your route ahead of time and keep some distance between yourself and the main combat zone.&lt;br /&gt;
&lt;br /&gt;
{{tankMobility|abMinHp=199|rbMinHp=124}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
After the Parts and FPE modifications, the most useful upgrades are the Horizontal Drive, Adjustment of Fire, and Mobility modules.&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|PaK43 (88 mm)}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; | [[PaK43 (88 mm)|88 mm PaK43]] || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 30 || rowspan=&amp;quot;2&amp;quot; | -8°/+45° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | N/A || 12.3 || 17.1 || 20.7 || 22.9 || 24.4 || rowspan=&amp;quot;2&amp;quot; | 11.05 || rowspan=&amp;quot;2&amp;quot; | 9.78 || rowspan=&amp;quot;2&amp;quot; | 9.01 || rowspan=&amp;quot;2&amp;quot; | 8.50&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| 8.3 || 9.8 || 11.9 || 13.2 || 14.0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
{{:PaK43 (88 mm)/Ammunition|PzGr 39/43, PzGr 40/43, Hl.Gr 39, Sprgr.43}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
[[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]&lt;br /&gt;
&amp;lt;!-- '''Last updated: 2.9.0.83''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''30''' || 26&amp;amp;nbsp;''(+4)'' || 21&amp;amp;nbsp;''(+9)'' || 16&amp;amp;nbsp;''(+14)'' || 11&amp;amp;nbsp;''(+19)'' || 1&amp;amp;nbsp;''(+29)'' || No&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
'''Notes''':&lt;br /&gt;
&lt;br /&gt;
* Shells are modeled individually and disappear after having been shot or loaded.&lt;br /&gt;
* Right side empty: 21&amp;amp;nbsp;''(+9)'' shells.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
Despite its fully-traversable turret, the Waffenträger is a classic tank destroyer. It has a potent gun, which can defeat almost any heavy tank at this tier, even at long ranges. The shells have great penetration, great explosive filler, and above-average velocity for the tier. The vehicle even has a better-than-average reload speed. (Note: keep in mind that the Waffenträger is not equipped with any machine guns.)&lt;br /&gt;
&lt;br /&gt;
However, this vehicle also has poor mobility. It's just slow (both forwards and reverse), especially when stock and acceleration are poor. The tank struggles on slopes and is completely unsuited for close-up brawling. Another downside to this vehicle is its poor armour setup. Although the armour protection can defend against machine-gun fire, any cannon shell will penetrate with ease. High explosive shells may also overpressure the vehicle. And finally, the open-top turret compartment is vulnerable to aircraft and artillery fire. Therefore, it may be necessary to work with SPAA teammates and find cover under trees or behind buildings.&lt;br /&gt;
&lt;br /&gt;
In addition to the poor mobility, the Waffenträger suffers a lack of gun depression when the cannon is pivoted above the radio operator's or driver's hatch, so careful hull placement is required when engaging targets below your slope level. The Waffenträger also suffers a reduced reload rate due to its cramped turret, making the act of reloading the breech with the large shells difficult and awkward.&lt;br /&gt;
&lt;br /&gt;
Given the vehicle's advantages and disadvantages, a good way to play this vehicle is often in a sniping play-style. Staying hidden, keeping distance, and only exposing the vehicle to shoot capitalizes on the strength of the vehicle's gun while minimizing the effects of its weak armour. Additionally, it is effortless to hide this vehicle behind cover in a hull-down position since it has a low profile and good gun depression.&lt;br /&gt;
&lt;br /&gt;
Alternatively, it may also be beneficial to employ a more ambush-based playstyle with this vehicle. But since this requires more close-up engagements, be careful to avoid lengthy brawls, where the Waffenträger's poor armour and mobility will hinder it greatly. Positioning is still critical. Finally, it may be sometimes possible to engage the enemy while orienting the vehicle sideways or backwards. This protects the engine and transmission from enemy fire and prevents the protruding frontal optics ports from interfering with gun traverse and depression.&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* 88 mm PaK 43 gun power can destroy any vehicle it meets&lt;br /&gt;
* Full rotating turret with the powerful gun&lt;br /&gt;
* Decent -8° gun depression for hull-down positions&lt;br /&gt;
* Low profile construction makes the vehicle easily conceal&lt;br /&gt;
* Suspension and tracks cover a good portion of the lower side hull for protection&lt;br /&gt;
* All AP and APHE shells over-pierce the tank without dealing much damage due to the fragile armour&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Open-top turret crew vulnerable to shrapnel, machine guns, airstrikes, artillery, and such&lt;br /&gt;
* Gun recoil can jump the vehicle dramatically, throwing off the aim and bouncing the vehicle position&lt;br /&gt;
* Thin overall armour of between 10-20 mm&lt;br /&gt;
* 5 mm roof armour means an aerial attack is deadly&lt;br /&gt;
* 5 mm belly armour makes any HE shots able to penetrate through the bottom&lt;br /&gt;
* Front-mounted engine and transmission means both can be knocked out with a front shot, immobilizing the vehicle&lt;br /&gt;
* Poor acceleration&lt;br /&gt;
* Hatches on the front of the tank can disrupt the aim&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
===Development===&lt;br /&gt;
In as early as 1942, the German Wehrmacht was looking for a way to make large anti-tank guns easier to deploy and transport and fire the gun and fight on the front lines. Four major German companies (Krupp, Rheinmetall, Borsig, and Ardelt) took part in a tender of the Waffenamt (German Army Weapons Agency) in 1943 for the project. Then, in April 1944, the four companies presented their prototypes. With Krupp and Steyr working together on a design, and Rheinmetall and Borsig on their own. Both designs envisaged placing the 8.8 cm PaK 43 L / 71 in a lightly armoured, upwardly open, rotatable tower mounted on a hull of a Raupenschlepper Ost (a tracked artillery mover) to keep costs down and reduce complexity. However, the decision was made for the prototype of the last company, Ardelt, therefore making the Krupp-Steyr design unwanted by the Waffenamt.&lt;br /&gt;
&lt;br /&gt;
===Combat usage===&lt;br /&gt;
Due to the design losing the tender, the tank never saw mass production or combat service. Only one wooden model and one prototype were manufactured on September 2, 1944.&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Skins&lt;br /&gt;
&lt;br /&gt;
* [https://live.warthunder.com/feed/camouflages/?vehicle=germ_waffentrager_krupp_steyr Skins and camouflages for the {{PAGENAME}} from live.warthunder.com.]&lt;br /&gt;
&lt;br /&gt;
;Videos&lt;br /&gt;
{{Youtube-gallery|qAwKjDka6xY|'''Waffenträger: Feisty Weapons Carrier''' - ''War Thunder Official Channel''|e1e7dEJigJQ|'''The Shooting Range #74''' - ''Metal Beasts'' section at 00:36 discusses the Waffenträger.}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[wt:en/news/4902-development-krupp-steyr-waffentr%C3%A4ger-a-deadly-surprise-en|[Devblog] Krupp-Steyr Waffenträger - A Deadly Surprise]]&lt;br /&gt;
&lt;br /&gt;
{{Germany tank destroyers}}&lt;/div&gt;</summary>
		<author><name>U116381122</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Zerst%C3%B6rer_45&amp;diff=183420</id>
		<title>Zerstörer 45</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Zerst%C3%B6rer_45&amp;diff=183420"/>
				<updated>2024-03-15T10:52:20Z</updated>
		
		<summary type="html">&lt;p&gt;U116381122: added another pro and con and also a see also&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_flakpanzer_zerstorer_45&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German SPAA {{Battle-rating}}. It was introduced in [[Update &amp;quot;Alpha Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || ___ mm || ___ mm ''Top'' &amp;lt;br&amp;gt; ___ mm ''Bottom'' || ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || ___ - ___ mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.''&lt;br /&gt;
&lt;br /&gt;
{{tankMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|MK103/38 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[MK103/38 (30 mm)|30 mm MK103/38]] (x4) || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 840 (30) || rowspan=&amp;quot;2&amp;quot; | 450 || rowspan=&amp;quot;2&amp;quot; | -7°/+80° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | No || __._ || __._ || __._ || __._ || __._ || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | _.__&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| __._ || __._ || __._ || __._ || __._&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}&lt;br /&gt;
* '''M.Gr.:''' {{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}&lt;br /&gt;
* '''Pz.Gr.:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}&lt;br /&gt;
* '''Pz.Gr. H:''' {{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HVAP-T|High-velocity armour-piercing tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:MK103/38 (30 mm)/Ammunition|HEI-T, AP-I, HVAP-T}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''28''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Effective penetration with Pzgr. H&lt;br /&gt;
* Optional fold-up sides to add some protection for crew&lt;br /&gt;
* Pz.Gr.H belts are very capable of penetrating light vehicles from the front and sides and is also capable of penetrating some medium vehicles from the sides and back&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Virtually no armor/exposed crew -&amp;gt; sides down makes crew susceptible to any calibre of M.G, with sides up can be penetrated with 12.7mm and higher&lt;br /&gt;
&lt;br /&gt;
* Panzer IV chassis -&amp;gt; limited mobility and protection&lt;br /&gt;
* Slow reverse speed -&amp;gt; harder to get out of dangerous situations or reverse into cover&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* Prototype in the German SPAAG series of vehicles (FlakPanzer)&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Germany anti-aircraft vehicles}}&lt;/div&gt;</summary>
		<author><name>U116381122</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Zerst%C3%B6rer_45&amp;diff=183418</id>
		<title>Zerstörer 45</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Zerst%C3%B6rer_45&amp;diff=183418"/>
				<updated>2024-03-15T10:46:16Z</updated>
		
		<summary type="html">&lt;p&gt;U116381122: Added some more pros and some more cons and corrected some grammatical errors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Specs-Card&lt;br /&gt;
|code=germ_flakpanzer_zerstorer_45&lt;br /&gt;
|images={{Specs-Card-Image|GarageImage_{{PAGENAME}}.jpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
The '''{{Specs|name}}''' is a rank {{Specs|rank}} German SPAA {{Battle-rating}}. It was introduced in [[Update &amp;quot;Alpha Strike&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
== General info ==&lt;br /&gt;
=== Survivability and armour ===&lt;br /&gt;
{{Specs-Tank-Armour}}&lt;br /&gt;
&amp;lt;!-- ''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.'' --&amp;gt;&lt;br /&gt;
''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.''&lt;br /&gt;
&lt;br /&gt;
'''Armour type:''' &amp;lt;!-- The types of armour present on the vehicle and their general locations --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Rolled homogeneous armour (Front, Side, Rear, Hull roof)&lt;br /&gt;
* Cast homogeneous armour (Turret, Transmission area) --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Armour !! Front (Slope angle) !! Sides !! Rear !! Roof&lt;br /&gt;
|-&lt;br /&gt;
| Hull || ___ mm || ___ mm ''Top'' &amp;lt;br&amp;gt; ___ mm ''Bottom'' || ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Turret || ___ - ___ mm ''Turret front'' &amp;lt;br&amp;gt; ___ mm ''Gun mantlet'' || ___ - ___ mm || ___ - ___ mm || ___ - ___ mm&lt;br /&gt;
|-&lt;br /&gt;
| Cupola || ___ mm || ___ mm || ___ mm || ___ mm&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &amp;lt;!-- Any additional notes which the user needs to be aware of --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Example: * Suspension wheels are 20 mm thick, tracks are 30 mm thick, and torsion bars are 60 mm thick. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mobility ===&lt;br /&gt;
{{Specs-Tank-Mobility}}&lt;br /&gt;
&amp;lt;!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' --&amp;gt;&lt;br /&gt;
''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.''&lt;br /&gt;
&lt;br /&gt;
{{tankMobility}}&lt;br /&gt;
&lt;br /&gt;
=== Modifications and economy ===&lt;br /&gt;
{{Specs-Economy}}&lt;br /&gt;
&lt;br /&gt;
== Armaments ==&lt;br /&gt;
{{Specs-Tank-Armaments}}&lt;br /&gt;
=== Main armament ===&lt;br /&gt;
{{Specs-Tank-Weapon|1}}&lt;br /&gt;
&amp;lt;!-- ''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.'' --&amp;gt;&lt;br /&gt;
{{main|MK103/38 (30 mm)}}&lt;br /&gt;
&lt;br /&gt;
''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: &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{main|Name of the weapon}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. 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.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | [[MK103/38 (30 mm)|30 mm MK103/38]] (x4) || colspan=&amp;quot;5&amp;quot; | Turret rotation speed (°/s) || colspan=&amp;quot;4&amp;quot; | Reloading rate (seconds)&lt;br /&gt;
|-&lt;br /&gt;
! Mode !! Capacity (Belt) !! Fire rate !! Vertical !! Horizontal !! Stabilizer&lt;br /&gt;
! Stock !! Upgraded !! Full !! Expert !! Aced&lt;br /&gt;
! Stock !! Full !! Expert !! Aced&lt;br /&gt;
|-&lt;br /&gt;
! ''Arcade''&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | 840 (30) || rowspan=&amp;quot;2&amp;quot; | 450 || rowspan=&amp;quot;2&amp;quot; | -7°/+80° || rowspan=&amp;quot;2&amp;quot; | ±180° || rowspan=&amp;quot;2&amp;quot; | - || __._ || __._ || __._ || __._ || __._ || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | _.__ || rowspan=&amp;quot;2&amp;quot; | _.__&lt;br /&gt;
|-&lt;br /&gt;
! ''Realistic''&lt;br /&gt;
| __._ || __._ || __._ || __._ || __._&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Ammunition ====&lt;br /&gt;
&lt;br /&gt;
* '''Default:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}&lt;br /&gt;
* '''M.Gr.:''' {{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}&lt;br /&gt;
* '''Pz.Gr.:''' {{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|AP-I|Armour-piercing incendiary}}{{-}}{{Annotation|HEI-T|High-explosive incendiary tracer (minengeschoß)}}&lt;br /&gt;
* '''Pz.Gr. H:''' {{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HVAP-T|High-velocity armour-piercing tracer}}{{-}}{{Annotation|HVAP-T|High-velocity armour-piercing tracer}}&lt;br /&gt;
&lt;br /&gt;
{{:MK103/38 (30 mm)/Ammunition|HEI-T, AP-I, HVAP-T}}&lt;br /&gt;
&lt;br /&gt;
==== [[Ammo racks]] ====&lt;br /&gt;
&amp;lt;!-- [[File:Ammoracks_{{PAGENAME}}.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]] --&amp;gt;&lt;br /&gt;
&amp;lt;!-- '''Last updated:''' --&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Full&amp;lt;br&amp;gt;ammo&lt;br /&gt;
! 1st&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 2nd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 3rd&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 4th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 5th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! 6th&amp;lt;br&amp;gt;rack empty&lt;br /&gt;
! Visual&amp;lt;br&amp;gt;discrepancy&lt;br /&gt;
|-&lt;br /&gt;
| '''28''' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&amp;amp;nbsp;''(+__)'' || __&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage in battles ==&lt;br /&gt;
&amp;lt;!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).'' --&amp;gt;&lt;br /&gt;
''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a &amp;quot;guide&amp;quot; - 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).''&lt;br /&gt;
&lt;br /&gt;
=== Pros and cons ===&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.'' --&amp;gt;&lt;br /&gt;
''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 &amp;quot;bad&amp;quot;, &amp;quot;good&amp;quot; and the like - use substitutions with softer forms such as &amp;quot;inadequate&amp;quot; and &amp;quot;effective&amp;quot;.''&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
&lt;br /&gt;
* Effective penetration with Pzgr. H&lt;br /&gt;
* Optional fold-up sides to add some protection for crew&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
&lt;br /&gt;
* Virtually no armor/exposed crew -&amp;gt; sides down makes crew susceptible to any calibre of M.G, with sides up can be penetrated with 12.7mm and higher&lt;br /&gt;
&lt;br /&gt;
* Panzer IV chassis -&amp;gt; limited mobility and protection&lt;br /&gt;
* Slow reverse speed -&amp;gt; harder to get out of dangerous situations or reverse into cover&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&amp;lt;!-- ''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).'' --&amp;gt;&lt;br /&gt;
''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 &amp;quot;/History&amp;quot; (example: &amp;lt;nowiki&amp;gt;https://wiki.warthunder.com/(Vehicle-name)/History&amp;lt;/nowiki&amp;gt;) and add a link to it here using the &amp;lt;code&amp;gt;main&amp;lt;/code&amp;gt; template. Be sure to reference text and sources by using &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;ref&amp;gt;&amp;lt;/ref&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, as well as adding them at the end of the article with &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;references /&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;=== In-game description ===&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;, also if applicable).''&lt;br /&gt;
&lt;br /&gt;
== Media ==&lt;br /&gt;
&amp;lt;!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' --&amp;gt;&lt;br /&gt;
''Excellent additions to the article would be video guides, screenshots from the game, and photos.''&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&amp;lt;!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.'' --&amp;gt;&lt;br /&gt;
''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''&lt;br /&gt;
&lt;br /&gt;
* ''reference to the series of the vehicles;''&lt;br /&gt;
* ''links to approximate analogues of other nations and research trees.''&lt;br /&gt;
&lt;br /&gt;
== External links ==&lt;br /&gt;
&amp;lt;!-- ''Paste links to sources and external resources, such as:''&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.'' --&amp;gt;&lt;br /&gt;
''Paste links to sources and external resources, such as:''&lt;br /&gt;
&lt;br /&gt;
* ''topic on the official game forum;''&lt;br /&gt;
* ''other literature.''&lt;br /&gt;
&lt;br /&gt;
{{Germany anti-aircraft vehicles}}&lt;/div&gt;</summary>
		<author><name>U116381122</name></author>	</entry>

	</feed>