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		<title>War Thunder Wiki - User contributions [en]</title>
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		<updated>2026-04-25T01:49:14Z</updated>
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		<id>https://old-wiki.warthunder.com/index.php?title=User_talk:U28580205&amp;diff=194479</id>
		<title>User talk:U28580205</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User_talk:U28580205&amp;diff=194479"/>
				<updated>2024-11-04T14:08:24Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: /* Approvement of non-standard article (not vehicle's passport, historical article, etc.) */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Archive==&lt;br /&gt;
[[User_talk:U28580205/Archive|Archive]]&lt;br /&gt;
&lt;br /&gt;
== Ozelot's BR should be 9.3 (RB) ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I do not know how to edit the specs card. Maybe you could help me out by editing the specs or telling me how to do it? The Ozelot's BR for realistic battles has changed from 9.0 to 9.3 recently (along the Wiesel 1A2). --[[User:U52143303|U52143303]] ([[User talk:U52143303|talk]]) 16:44, 4 December 2021‎  (UTC)&lt;br /&gt;
: Hello. The spec cards are uneditable. Battle ratings will be automatically updated shortly. Please be patient as it may take a few days to roll out. --[[User:U28580205|U28580205]] ([[User talk:U28580205|talk]]) 13:05, 5 December 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Image source ==&lt;br /&gt;
&lt;br /&gt;
Greetings Inceptor57!&lt;br /&gt;
Thank you for the message you sent me regarding the copyright status. &lt;br /&gt;
I will look into photographs that are free to use without copyright. &lt;br /&gt;
Thanks for clearing this up and have a great rest of your day/night.&lt;br /&gt;
Kind regards --[[User:U101799908|U101799908]] ([[User talk:U101799908|talk]]) 20:57, 30 December 2021‎  (UTC)&lt;br /&gt;
: Hello. Your welcome. Please don't hesitate to ask any other questions. The eligible photos are those relevant to the wiki content and are either public domain or are under copyright with shareable terms (i.e. Creative Commons). --[[User:U28580205|U28580205]] ([[User talk:U28580205|talk]]) 21:42, 30 December 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Economy stats ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
I've got a question about vehicle stats (be it price or economy): where does the wiki get the data from? For example the economy: there is the template Specs-Economy, which then uses #unit:#var:me to get the data from. But I do not get how this exactly works and where that data is ultimately stored. My guess unit:var:me means that the unit is variable and the term &amp;quot;me&amp;quot; is refererring to the page name.&lt;br /&gt;
&lt;br /&gt;
I am considering making a side project for WT which would require getting all SL/RP/GE costs for all vehicles ... and typing that by hand is a bit much for ~ 2,000 vehicles, especially if one would have to redo this everytime Gaijin makes a major update or tweaks the economy. So I was wondering is there is here somewhere a comprehensive list of this, or at least if I would be able to compile one if I'd understand how this works. -- [[User:U50113119|U50113119]] ([[User talk:U50113119|talk]]) 20:27, 29 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
== About the 2S38 hatches &amp;amp; question ==&lt;br /&gt;
&lt;br /&gt;
Hello ! &lt;br /&gt;
First of all, thanks for correcting and approving some of my edits, I'm fairly new and still need some practice. &lt;br /&gt;
About the 2S38 hatches, you modified my edit from &amp;quot;18 mm + 20 mm&amp;quot; to &amp;quot;18 mm or 20 mm&amp;quot;, which I think is incorrect; in the armor indicator you can see first an 18mm layer of anti-radiation liner, and then 20mm of ABT-102 alloy under it.&lt;br /&gt;
&lt;br /&gt;
Also, a user by the name of Larsofd completely deleted the edits I had made on the AMX-32 (105), concerning it's armour and machine guns. Did I do something wrong ? By looking at it's contributions, it's the only one he has ever made, so could you look into it please? &lt;br /&gt;
Thanks. -- [[User:U134256117|U134256117]] ([[User talk:U134256117|talk]]) 19:30, 28 January 2023 (UTC)&lt;br /&gt;
: Greetings. Yes, you are correct about the 2S38 hatches. My mistake. One of my colleagues have made the corrections. Regarding the AMX-32 (105) edits, I believe it is simply a quirk of the wiki system if a user edits an older revision of the page. So the user may have unknowingly saved their edits onto an older page revision, which would have overridden the current page revision that your edit made. Otherwise from the looks of it, there does not appear to be anything inherently wrong with your edits.  --[[User:U28580205|U28580205]] ([[User talk:U28580205|talk]]) 16:38, 29 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ammo Layouts ==&lt;br /&gt;
&lt;br /&gt;
Hi there.  I wish I'd found your &amp;quot;How to add Ammo Rack information to vehicle pages&amp;quot; page before now.  It's hard to get started as an editor here.  Documentation exists but is fragmented and inconsistent, and there's no real feedback on the edits.&lt;br /&gt;
&lt;br /&gt;
I've now added ammo info for two vehicles, the SARC Mk IV and the Turán I.  You mention that the ammo rack images should be categorized, but I'm not quite clear on how to do that in the editor.&lt;br /&gt;
&lt;br /&gt;
Actually it seems that I didn't read far enough.  &amp;quot;Upload Summary&amp;quot; seems to be the correct answer.  I'll keep that in mind in the future.&lt;br /&gt;
&lt;br /&gt;
[[User:U120610831|U120610831]] ([[User talk:U120610831|talk]]) 04:17, 26 September 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ammo Guide and beyond ==&lt;br /&gt;
&lt;br /&gt;
Hi Inceptor57,&lt;br /&gt;
I wanted to tell you that the guide &amp;quot;How to add Ammo Rack information to vehicle pages&amp;quot; has been very useful for beginner editors and I would find it great if there were more like it, to fill the Help category, for example to make a guide on &amp;quot;How to add Armour information to vehicle pages&amp;quot;.&lt;br /&gt;
I've had a look at the &amp;quot;root&amp;quot; pages like the Wiki Map, the special pages and the Help category and I think they should be better identified as the most important pages in the Wiki for new editors, pages that lead to other important pages.&lt;br /&gt;
&lt;br /&gt;
In short, there should be something like a Starter Pack for new editors that would be like the Help category, leading to all the information about how Templates work, standards, etc.&lt;br /&gt;
&lt;br /&gt;
Thank you for your work, and I hope that the Wiki can develop to be even more useful to new readers.&lt;br /&gt;
[[User:U115682487|DrSnip3r]] ([[User talk:U115682487|talk]]) 19:11, 31 March 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Add math extension to mediawiki ==&lt;br /&gt;
&lt;br /&gt;
There are several pages that have mathematical formulas. Adding the math extension will allow to show them in a pretty way. --[[User:U30821137|U30821137]] ([[User talk:U30821137|talk]]) 09:54, 28 May 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Approvement of non-standard article (not vehicle's passport, historical article, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Greetings, Wiki senior Inceptor57.&lt;br /&gt;
&lt;br /&gt;
I am writing to you to question about my created article and its probable approvement. Since your colleague Colok76286 have not answered to my request in his Discussion page, I have decided to write to Wiki senior, I mean you, directly just not to waste my time asking the same questions other moderators.&lt;br /&gt;
Firstly, I would like to ask you about how mine article '[[Location Editor. Manual to create a location]]' suits for the WT Wiki since I do not know much about administrators' and moderators' treatment of such articles that are about something almost unknown and perhaps useless for the most of players.&lt;br /&gt;
And secondly, if such free-style written article may suit, how long would it take to approve it?&lt;br /&gt;
&lt;br /&gt;
I am looking forward to cooperate with you.&lt;br /&gt;
&lt;br /&gt;
--[[User:U96530932|U96530932]] ([[User talk:U96530932|talk]]) 14:08, 4 November 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User_talk:U44629479&amp;diff=193412</id>
		<title>User talk:U44629479</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User_talk:U44629479&amp;diff=193412"/>
				<updated>2024-10-09T15:21:24Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: /* Approvement of non-standard article (not vehicle's passport, historical article, etc.) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Archive: [[User talk Colok76286/Archive]]&lt;br /&gt;
&lt;br /&gt;
== 100 mm/47 O.T.O. Mod. 1928 (100 mm) ==&lt;br /&gt;
&lt;br /&gt;
Hey,&lt;br /&gt;
As always - thank you for all the edits you do improving the quality of the articles, really appreciate them. I just have a 2 questions regarding the recent edits on [[100 mm/47 O.T.O. Mod. 1928 (100 mm)]]:&lt;br /&gt;
Why change the order of ships in &amp;quot;Vehicles equipped with this weapon&amp;quot;? I sorted it more-or-less by what appears in the research tree (light cruisers first, heavy cruisers second), while the old order you restored seems to be random - e.g. Zara-class isn't even next to each-other, the new, top light cruiser, Duca degli Abruzzi, is second on the list. Can you tell me what's the key for the sorting order here?&lt;br /&gt;
: They're listed in alphabetical order. When searching for a vehicle in that particular section of a weapon page, the order in the tree has little relevance.&lt;br /&gt;
I was wondering what was the reason of removal of the &amp;quot;Sample Ship&amp;quot; from the &amp;quot;Comparison with analogues&amp;quot; tables? I added it specifically because guns on a different mounts can have a different Rate of Fire and Targeting speed, so it'd be good to see which specific example was taken into account for this comparison.&lt;br /&gt;
Kind Regards [[User:U12017485|U12017485]] ([[User talk:U12017485|talk]]) 11:25, 9 January 2023 (UTC)&lt;br /&gt;
: To make the table less crowded, this info can added back using the annotation template for example so as not to overload the table.&lt;br /&gt;
--[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 12:03, 9 January 2023 (UTC)&lt;br /&gt;
::Cheers, thank you for the answers :) That explains it :) [[User:U12017485|U12017485]] ([[User talk:U12017485|talk]]) 12:10, 9 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ground attack/strike vs Close Air support ==&lt;br /&gt;
&lt;br /&gt;
Hey, sorry if my edits break standards on the wiki. I figured I'd ask here since it seems I must be confusing them. The military term is close air support for aerial attack on enemy vehicles in a battle, which is what air realistic mostly simulates. Does this wiki use a different definition of that term that functinally means CAS? I'd love your input so I don't mess up as much in the future!--[[User:U128413528|U128413528]] ([[User talk:U128413528|talk]]) 00:43, 14 January 2023 (UTC)&lt;br /&gt;
:We define attacking ground targets in air battles as ground attack. We reserve the term [[Close Air Support]] for the role of planes in ground battles. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 09:09, 14 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Revision approval ==&lt;br /&gt;
Hi, sorry, I know it's not a standard practice, but could you approve [[User:U12017485/DPSGraph]] and [[User:U12017485/DPS]]? While new templates do not need revision approval, any changes made must have them approved, or else the base version is taken. This will help with getting a correct numbers for the DPS calculation in ships that have a flanked turrets. [[User:U12017485|U12017485]] ([[User talk:U12017485|talk]]) 21:42, 21 February 2023 (UTC)&lt;br /&gt;
: Hello, I have unapproved both pages, so any changes you make should now be reflected immediately. As long as you continue to only use the templates on your user page, this will be an adequate solution. [[User:U38088265|U38088265]] ([[User talk:U38088265|talk]]) 21:58, 21 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reverting constructive edits? ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
I'm more or less new to the wiki in itself, and I have noticed that you have reverted a few of my edits on the [[V-990]] and [[H.C Mk.I (12,000 lb)]], even though in my opinion I thought they were constructive. I do not want to blow myself up over a few mere reverts, but I realised [[User_talk_Colok76286/Archive#Reverting_changes_to_a_page_and_then_making_changes_with_the_majority_of_those_changes_yourself.3F|that this was not an isolated case.]] Yes, you are a mod and I respect your position as such, but why do you have to revert some constructive edits made by some mere editor of the wiki like myself? Other than &amp;quot;Undo revision ___ by _&amp;quot; you provide no reason at all for reverting these edits, and I would like some answers onto them, at least on the forum's private messages. (yes, I do have a forum user page)&lt;br /&gt;
&lt;br /&gt;
Thanks, &lt;br /&gt;
&lt;br /&gt;
[[User:U85531623|U85531623]] ([[User talk:U85531623|talk]]) 06:47, 15 May 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== M728 ==&lt;br /&gt;
+1 to this. You removed [https://wiki.warthunder.com/index.php?title=M728_CEV&amp;amp;type=revision&amp;amp;diff=153109&amp;amp;oldid=153101&amp;amp;diffmode=source my revision where I linked the M728 CEV to the M60 family of vehicles], but didn’t indicate why. Like [[User:U85531623|U85531623]] ([[User talk:U85531623|talk]]), I’m not upset by this or anything, but I ''do'' want to continue making contributions and do so in a way that follows the guidelines for this Wiki. Something as simple as a short description on the edit would have been enough; without that, I’m left scratching my head and wondering why. The tank is just a modified M60A1. --[[User:U28244977|U28244977]] ([[User talk:U28244977|talk]]) 18:11, 10 June 2023 (UTC)&lt;br /&gt;
: The About template is used for disambiguation purposes, when vehicles carry a name close to one another like for example M60A1, M60A2, and M60A3. When the vehicle has a unique name (M728), this template should not be used to link a vehicle to a family page, that is the role of the See also section. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 18:29, 10 June 2023 (UTC)&lt;br /&gt;
:: Thanks for responding so quickly, I was in the process of sending you a forum message!&lt;br /&gt;
:: That makes sense. Is there a listing of the role of each section - or better yet, a listing of all pages describing the guidelines for contributing? My goal is to make valuable and meaningful contributions, but that’s difficult without knowing the culture of our active users and moderators.&lt;br /&gt;
:::No, there isn't really.&lt;br /&gt;
:::: Hmm. Well, maybe that’s something we should add.&lt;br /&gt;
:::: I discovered the rewards program through your user page; maybe I’ll end up spearheading a formalization of wiki rules and guidelines in their own section at some point. —-[[User:U28244977|U28244977]] ([[User talk:U28244977|talk]]) 19:05, 10 June 2023 (UTC)&lt;br /&gt;
:: I’m not sure I 100% agree with the assertion that this belongs in the “See Also” section, but I can’t really argue my position until I get a firmer grasp on the process here. Don’t be offended if I came back at some point and challenge this :)&lt;br /&gt;
:::Don't be offended either if I revert it since the rule won't have changed. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 18:52, 10 June 2023 (UTC)&lt;br /&gt;
:::: Don’t worry, I won’t be :). FWIW, I’ve been reading other pages and think I’m coming to the conclusion that the best solution here might be to add a short mention in the Description that it’s based on the M60A1, then spend the time to write a full explanation in the History section.—[[User:U28244977|U28244977]] ([[User talk:U28244977|talk]]) 19:05, 10 June 2023 (UTC)&lt;br /&gt;
:: Thanks again, and I hope we end up building a productive relationship here. —-[[User:U28244977|U28244977]] ([[User talk:U28244977|talk]]) 18:46, 10 June 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== T-80UM2 ==&lt;br /&gt;
&lt;br /&gt;
Hey, I was just wondering why you reverted the newer info on the only T-80UM2 being destroyed last year, and I was curious if talking about more recent wars is taboo on the wiki, as I was unsure of that. --[[User:U21817146|U21817146]] ([[User talk:U21817146|talk]]) 17:49, 1 July 2023 (UTC)&lt;br /&gt;
:We do not add historical material for ongoing conflicts. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 17:50, 1 July 2023 (UTC)&lt;br /&gt;
::Thank you for the clarification, I will keep it in mind --[[User:U21817146|U21817146]] ([[User talk:U21817146|talk]]) 17:51, 1 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ho-Ro ==&lt;br /&gt;
&lt;br /&gt;
Hey Colok76286,&lt;br /&gt;
&lt;br /&gt;
foremost, let me thank you for helping me get used to the literally unwritten rules of this wiki through your edits.&lt;br /&gt;
&lt;br /&gt;
Speaking of edits, I just became aware of your [https://wiki.warthunder.com/index.php?title=Ho-Ro&amp;amp;type=revision&amp;amp;diff=166343&amp;amp;oldid=166335&amp;amp;diffmode=source &amp;quot;conditional approval&amp;quot; of the edit of the Ho-Ro article.] Let's start from the bottom: [https://docdro.id/EyHAz3t I got the spelling version from] [https://www.oxfordreference.com/view/10.1093/acref/9780199891580.001.0001/acref-9780199891580 The Oxford Essential Dictionary of the US Military.] Wiktionary.com also has &amp;quot;breech-loader&amp;quot; as a secondary spelling. According to Collins, &amp;quot;breech-loader&amp;quot; is British English, and &amp;quot;breechloader&amp;quot; American.&lt;br /&gt;
In the end, however, it is about the presence of a hyphen, I think regardless of the spelling, this does not cause misunderstandings among wiki users.&lt;br /&gt;
&lt;br /&gt;
You also changed &amp;quot;The howitzer's high trajectory&amp;quot; to &amp;quot;The howitzer's curved trajectory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For users unfamiliar with ballistics, however, this expression may seem confusing, since the [https://en.wikipedia.org/wiki/Trajectory trajectory] of any projectile subject to the influence of gravity is by definition curved. Artillery projectiles differ in their [https://en.wikipedia.org/wiki/Trajectory#/media/File:Ideal_projectile_motion_for_different_angles.svg parabolic trajectory], depending on whether the apex is [https://en.wikipedia.org/wiki/Howitzer rather high] or [https://en.wikipedia.org/wiki/Field_gun rather low]&lt;br /&gt;
--[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 00:51, 11 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sure, go ahead for both topics. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 16:10, 11 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I see you merged it, which expedited the process further, I guess. I will stop thanking you for acting quickly in the future, I suppose this just part of your commendable work ethic.&lt;br /&gt;
::I'm still working on a list of questions regarding the &amp;quot;unspoken rules&amp;quot; of this wiki, which I will, after some extra work to make it less of a hassle for you guys to provide me with answers, send to one of your co-mods.&lt;br /&gt;
:::We don't have a list of rules to provide unfortunately.&lt;br /&gt;
::But since you are so prolific, I would like to go ahead and ask two questions ahead of time to maybe save you some time:&lt;br /&gt;
:: You guys seem to really dislike Em-dashes a lot. ;) I'll substitute them with (semi-) colons whenever possible—I remember hyphens being used instead, but didn't find a single one now. If I that wasn't a hallucination on my part, I would like to follow up on that.&lt;br /&gt;
:::I keep it simple by using a single type of dash. Using semi-colons, colons, or commas should be fine.&lt;br /&gt;
:: I use the visual editor. With every word processor I ever worked with, Shift+Enter would do a line break, just not here. Do you know the shortcut? --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 13:08, 13 July 2023 (UTC)&lt;br /&gt;
:::I can't help on that since I don't use the Visual Editor. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 07:51, 15 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== KV-1 (L-11) ==&lt;br /&gt;
&lt;br /&gt;
Hey Colok,&lt;br /&gt;
&lt;br /&gt;
I just wanted to write to you about the old &amp;quot;General info&amp;quot; formatting issue, but got ninja'd apparently, great job!&lt;br /&gt;
&lt;br /&gt;
My second question would've been if I corrected the ammo rack template the right way, but that question is obsolete now, I guess.&amp;lt;br&amp;gt;&lt;br /&gt;
But since you reverted my text edit, but just edited the values in the template back to the old ones: Did I make a mistake or does the KV-1 (L-11) just doesn't come with a shell in the breech? --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 07:35, 15 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Some vehicles have unusual depletion routines (where the first shell is not considered, or with discrepancies in the depletion scheme). That's why you must not fill ammo racks table based on a supposition but on real observed behaviour (by using the test drive). --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 07:45, 15 July 2023 (UTC)&lt;br /&gt;
::Thank you so much for explaining that! To make the more important things regarding ammunition easier for the player, the concept of ammo rack depletion was designed very counterintuitively. ''Especially'' in the case of the KV-1, since there is a KV-1E, too, which I used to countercheck the data. This tank can load the same amount of ammunition, uses the same layout for the ammo racks, starts with a shell in the breech at the start of the game like any other tank and &amp;quot;The ammo stowage is empty&amp;quot; not when the ammo stowage is actually empty, but when the last shot is fired.&amp;lt;br&amp;gt;But I take on your recommendation and put on a lead apron whenever I change anything ammo racks. ;) --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 14:22, 15 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Abbreviations&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Hi Colok76286,&lt;br /&gt;
&lt;br /&gt;
Firstly, thank you for your [https://en.wikipedia.org/wiki/Wikipedia:Be_bold bolder] edit of the abbreviation article. Back home, I'm going to stick Post-Its on my desk with &amp;quot;No typographical quotation marks!&amp;quot;. Just to make it clearer for me: Did you use &amp;quot;aircraft&amp;quot; instead of &amp;quot;aeroplane&amp;quot;, as the term is more commonly used in a military context? According to my cursory review of several corpora, even the term &amp;quot;military aircraft&amp;quot; includes rotorcraft and lighter-than-air vehicles.&lt;br /&gt;
:Aircraft is the correct word to translate Flugzeug.&lt;br /&gt;
:: Well, a &amp;quot;Flugzeug&amp;quot; is an aircraft. But so is a &amp;quot;Ballon&amp;quot;, &amp;quot;Hubschrauber&amp;quot;, or &amp;quot;Lastensegler&amp;quot;. I guess you could translate it that way, but don't you think that's a bit sloppy of a diction for someone who reverts &amp;quot;hunting tank&amp;quot; as a possible literal translation for &amp;quot;Jagdpanzer&amp;quot;? --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 19:20, 29 July 2023 (UTC)&lt;br /&gt;
:::Is there a real question here? Or is it just you using an ad hominem obnoxiously because things didn't get your way?&lt;br /&gt;
Moreover, do you think my suggestion in &amp;quot;Discussion&amp;quot; makes sense? --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 22:10, 27 July 2023 (UTC)&lt;br /&gt;
:I have no way of controlling a user's proficiency in a given language. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 03:14, 28 July 2023 (UTC)&lt;br /&gt;
::Yes, that's true in more than one way, and not what I suggested, but I'm starting to see how &amp;quot;editor&amp;quot; could be misinterpreted this way. --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 19:20, 29 July 2023 (UTC)&lt;br /&gt;
::: How did you mean it then? --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 20:16, 29 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The T-34-57 and editing this wiki in general ==&lt;br /&gt;
&lt;br /&gt;
Hi Colok,&lt;br /&gt;
&lt;br /&gt;
You reviewed my changes to the T-34-57 article, and I'd like to start by thanking you for the second pair of eyes.&lt;br /&gt;
I think it was you who said this, in any case, it's obvious: there are no detailed written rules on how articles should be drafted and edited.&lt;br /&gt;
I hope it's okay if I treat you (and all the other moderators) like a member of the Académie Française in this respect.&lt;br /&gt;
:What is it supposed to mean?&lt;br /&gt;
::There is no written set of rules here like on Wikipedia. At that time, I thought this was informal knowledge long-time users and moderators had, and I could just copy what they did because they surely would adhere to some ruleset, right?&lt;br /&gt;
:::What is the relation to the Académie Française?&lt;br /&gt;
That being said, a few questions have arisen in going through your review.&lt;br /&gt;
&lt;br /&gt;
You changed &amp;quot;lower rank battles&amp;quot; to &amp;quot;lower tier battles&amp;quot;. Did I use the wrong term, or can both terms be used synonymously? &lt;br /&gt;
:The terms low-tier and top-tier are regularly used throughout the wiki. I don't want you to go around correcting every occurrence of the term out of pedantry.&lt;br /&gt;
:: Did you, Colok, just accuse me of pedantry?&lt;br /&gt;
:::Is there a vehicle page where you added content other than rewording what was already on the page, or correcting the punctuation and grammar?&lt;br /&gt;
:::: I try to add or correct information on articles. On Wikipedia, that's called &amp;quot;editing&amp;quot;. It sounds like you think that's a bad thing, at least when other people do it. &lt;br /&gt;
Knowing your aversion to dashes, I used colons where possible. You have reverted (?) them to hyphens. They are not used like that in any language I know, including English, of course. Could you explain this briefly? &lt;br /&gt;
:You can't use a capital letter after a colon. Therefore the use of the dash as a separator since a new sentence starts after the colon.&lt;br /&gt;
:: I'm unsure if the second sentence could make any sense to me, but it doesn't. Also: you didn't use dashes, you used hyphens. I used Em-Dashes at the beginning of my time here, and they were always reverted. [[https://wiki.warthunder.com/index.php?title=User_talk:U44629479&amp;amp;action=edit#Ho-Ro|Instead I was told by a mod that using colons [...] would be fine]] Also, yes, according to at least two style guides, you would capitalize after the colon in these cases. I could go on and ask you why you would revert &amp;quot;defence&amp;quot; back to &amp;quot;defense&amp;quot;, but I have already wasted enough time here, and this talk page and your general behaviour tells me I would just waste more. I'm tired.--[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 20:55, 29 July 2023 (UTC)&lt;br /&gt;
:::An hyphen is a type of dash... But here comes the real point: why do you become belligerent when your edits are corrected? It happens to other users, I don't see all of them lashing out like you do.&lt;br /&gt;
:::: Belligerence is what I would call calling people names, for example. I'm actually I bit sad, rather, that this Wiki (and its contributors) are treated like this.&lt;br /&gt;
::::Humans err, and people handle it differently when other people make them aware of an error they made. Some people are a bit angry at themselves and try to do better in the future (and say, e.g., &amp;quot;thank you for the effort of reviewing&amp;quot;). Some are more angry at the people who notice them of what could be a mistake, because firstly, they feel like they don't make any errors, and if they do, the other people were at fault for not correcting them. There are personality profiles that are more susceptible to this behaviour.&lt;br /&gt;
::::Furthermore, no, a hyphen is as much a dash as a colon is a semicolon (maybe Cockney has different rules, I don't know). &amp;quot;Mother-in-law&amp;quot; is an example of a hyphen correctly used. &amp;quot;It's not that hard—is it?&amp;quot; That's a dash. &amp;quot;...&amp;quot; are not ellipses, either. If we both agree that these typographical details are not super important, why do you revert them all the time? I once again agree with you, pedants are exhausting, but even more exhausting are pedants who get their pedantry wrong all the time.&lt;br /&gt;
You changed a link from https://wiki.warthunder.com/Pz.IV_(Family) to https://wiki.warthunder.com/Panzer_IV_(Family). This page is currently empty. Why this change?&lt;br /&gt;
:Nobody's perfect. But it's a wiki: you can correct any wrong link you see.&lt;br /&gt;
:: Colok, with this action &amp;quot;you&amp;quot; have already corrected &amp;quot;me&amp;quot;, the pedant. At this point, I consider this a character flaw of mine: If someone ''corrects'' something I did, I always assume there was some thinking going on.&lt;br /&gt;
:::What was the need to point this out the way you did when you could correct it directly instead, except for being pedantic? --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 21:17, 29 July 2023 (UTC)&lt;br /&gt;
::::What gave you the idea to change a perfectly fine link in the first place? I thought, maybe the dead page was already a work in progress nearly done, so I thought I'd ask first. Wouldn't you have just reverted my correction anyway?&lt;br /&gt;
You changed &amp;quot;Panzer IV variants armed with the KwK 40 gun:&amp;quot; to &amp;quot;Panzer IV variants armed with the 75 mm KwK40 L43 or L48 guns -&amp;quot;. If I recall correctly, the wrong spelling &amp;quot;KwK40&amp;quot; is used in the wiki as this is also the in-game designation. Further, the &amp;quot;75 mm KwK40 L43 or L48 guns&amp;quot; are the only KwK 40s used in Panzer IVs (and at all), at least to my knowledge. This would be tautological; the reader would read a longer text without getting additional information, something that is generally avoided. I would be genuinely interested in the rationale behind this change, as it is quite incomprehensible to me, from a third-party perspective.&lt;br /&gt;
:Terms used in the game are our starting point. If you think the game references a name incorrectly, please submit a bug report. Historically, the term KwK40 referred to both guns on the wiki, before they were split in 2 separate pages. Nowadays, when searched on the wiki, it only [[KwK40 (75 mm)|redirects]] to the L43 version.&lt;br /&gt;
&lt;br /&gt;
In retrospect, my change in &amp;quot;pros and cons&amp;quot; was not outstandingly well-thought-out, to say the least. There wasn't really any added value in terms of information (I ran out of time a bit after working on &amp;quot;History&amp;quot;, a Tower of Babel). The de facto revert did not improve this, of course. Do you think we can highlight the qualities of the armament even better? I think the current version is not ideal, at least in terms of &amp;quot;good […] rate of fire&amp;quot; and &amp;quot;fast reload rate&amp;quot; (please don't lecture me about first-stage ammo racks and autoloaders now 😉).&lt;br /&gt;
:IMHO, the qualities for a good follow-up shot are the rate of fire and the accuracy/recoil of the gun. You dumbed it down to just the rate of fire, hence the revert.&lt;br /&gt;
::&amp;quot;Dumb down&amp;quot; sounds rather unfriendly, doesn't it? You seem to disagree, but I think accuracy is important for the first shot, too, so I moved it to the other general qualities of the gun. &lt;br /&gt;
::By the way, are you a volunteer or do you get paid in some way? Because being unfriendly to people who volunteer for a for-profit company is a good way to drive them off. So I guess this wiki has an over-abundance of contributors. --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 11:45, 31 July 2023 (UTC)&lt;br /&gt;
Last question: Why did you remove the addition &amp;quot;Jumbo&amp;quot; from the hyperlink?&lt;br /&gt;
:Keeping the links simple.--[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 03:14, 28 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
Once again, thank you for the effort of reviewing, maybe you will find time to answer these question as well (not just for me).&lt;br /&gt;
&lt;br /&gt;
Cheers &lt;br /&gt;
&lt;br /&gt;
--[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 00:01, 28 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pr.122A and Pr.122bis ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
First of all, I appreciate that you have reviewed my edit and accepted the edit on the manufacturer template, but I wonder why did you reject the edit on the About template? &lt;br /&gt;
&lt;br /&gt;
I would like to argue that the Pr.122A and Pr.122bis belongs to different class/subclass and also has striking visual difference, while on the other hand the MPK-163 and the premium MPK Pr.122bis are of the same class/subclass and is visually similar. On top of that, the MPK-163 also has Pr.122bis in its name so I'd say it would confuse some people.--[[User:U22067555|U22067555]] ([[User talk:U22067555|talk]]) 10:15, 23 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The template is for disambiguation of different vehicles carrying a very similar name. It is not there to list vehicles of a same family or anyhow related. If a user searches for the Pr.122A but clicks on the Pr.122bis instead, they have a quick way to go to the other page, either with a direct link or through a family page or a disambiguation page. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 10:20, 23 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Alright, thank you for your explanation.--[[User:U22067555|U22067555]] ([[User talk:U22067555|talk]]) 10:36, 23 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== T26E1-1 History  ==&lt;br /&gt;
&lt;br /&gt;
What exactly are you looking for to omit the King Tiger story from the history section? The 3ad link cited as a source has no sources of its own to verify the claim, and the story is extremely far-fetched. It feels like bad practice to include such a highly debatable event.&lt;br /&gt;
&lt;br /&gt;
Later Edit: I have found the book that this claim originates from, as the 3ad website cites John P. Irwin's memoir ''Another River, Another Town''. Having found the section about this duel, it states in full:&lt;br /&gt;
&lt;br /&gt;
[[File:Quote.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Hopefully inserting that image works as intended. Anyways, it very clearly says ''Tiger'' and not anything about a King Tiger. This account is also only eye-witness testimony, so I don't even think ''that'' works as something to have in the wiki article. WW2 Tank crews are notorious for not knowing what the hell they are looking at, and it very easily could've just been a Panzer IV or something. I'm going to edit that section of the article again, and if you want to change it I would just ask you give me a reason why we should be offering such an unsubstantiated story in the history section...&lt;br /&gt;
&lt;br /&gt;
== Template:TorpedoTravelTime‎  ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
I was wondering if you could review TorpedoTravelTime‎ template? I was trying to make it as readable as possible. It should give a nice option to reflect how long it takes for torpedoes to travel within the articles and how it compares with the competitors. [[User:U12017485|U12017485]] ([[User talk:U12017485|talk]]) 10:48, 30 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thanks for merging my F-15A edit! ==&lt;br /&gt;
&lt;br /&gt;
This is pretty lame, but thanks for merging, let alone keeping my edit of the F-15A wiki page I made a while ago!&lt;br /&gt;
&lt;br /&gt;
== Title source problem ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
Thank you very much for your contribution to the War Thunder Wiki community. I have a question about the source of titles. When I was in Datamine, I found that some titles were purely in the game but not found in wt.wiki. Can you help me add and search for the source information of these titles?&lt;br /&gt;
&lt;br /&gt;
* Re-Enactor&lt;br /&gt;
* Panfilov's Guardsman&lt;br /&gt;
* Achiever of War Thunder 2021&lt;br /&gt;
* Copa Hispana&lt;br /&gt;
* Footballer&lt;br /&gt;
* Sampoer&lt;br /&gt;
* I am here to stay&lt;br /&gt;
&lt;br /&gt;
Thx！ --[[User:U75968176|U75968176]] ([[User talk:U75968176|talk]]) 04:55, 21 March 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hello, some titles may be created but never released. It is best to base your inputs on official news rather than datamining. The official Warthunder website is the best source for this content. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 20:23, 21 March 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hello, there are titles here except for [Footballer], all of which I have seen in the game, but I don't know how they got them. For example [Re-Enactor] and [Panfilov's Guardsman] should be former event titles; [Sampoer] and [Achiever of War Thunder 2021] should be the titles for DMM events; [Copa Hispana] should be a tournament title; On the contrary, [I am here to stay] is a title I did not find in datamine either. Please help solve these problems again, thank you!&lt;br /&gt;
&lt;br /&gt;
:Hello, [Achiever of War Thunder 2021]（戰雷2021を達する者）is a title distributed at the [https://ad.games.dmm.com/warthunder_tournament001/index.html &amp;quot;WARTHUNDER JAPAN TOURNAMENT 2021&amp;quot;] organized by DMM. Participants who have completed all matches during the tournament without abstaining are eligible. [https://docs.google.com/document/d/1bNJZHHho7Agg9fVCCX6kj1ffdIxa6mXfDs-4zstZ_dM/edit Page 3, line 7, &amp;quot;In-Game Special Titles&amp;quot; (ゲーム内特別称号) corresponds to this.]&lt;br /&gt;
&lt;br /&gt;
== Anti-blowup flaps on planes ==&lt;br /&gt;
&lt;br /&gt;
Hello.&lt;br /&gt;
&lt;br /&gt;
Some updates ago, there was introduced an anti-break mechanic for flaps on some planes (i don't remember technical term, sorry). It allows the plane to automatically adjust the flap angle if plane flies too fast for the flaps to handle the pressure. This increases plane agility astronomically and does not require much of a pilot attention span.&lt;br /&gt;
&lt;br /&gt;
To quote:&lt;br /&gt;
&lt;br /&gt;
''Flight Model changes:&lt;br /&gt;
&lt;br /&gt;
Automatic adjustment of the flap extension limit or automatic retraction of the flap depending on the current speed has been added to the aircraft with automatic flaps, “floating” type flaps and flaps with protective blow-up mechanisms. The list of these aircraft is: F8F-1, F8F-1B, P-51H-5, F-14A, F-14B, F-5E, F-16 (all variants), F-4 Phantom (all variants), AV-8A, AV-8C, AV-8B+, Harrier GR.1, Harrier GR.3, Harrier GR.7, Sea Harrier FRS.1, F-105D, A-4 (all variants), A-10A Early, A-10A Late, Mirage F1C, Mirage F1C-200, Lightning F.6, Lightning F.53, F-84F, F2H-2, MiG-21 (all variants), MiG-23 (all variants), MiG-27 (all variants), MiG-29 (all variants), J-7 (all variants), Typhoon Mk.1, F4F-3/4/Martlet, F6F (all variants), F4U (all variants), F2G-1, N1K1/2, J7W1, A7M (all variants), J6K1, Douglas AD-2/4, A-1H''&lt;br /&gt;
&lt;br /&gt;
The most notable example is with Harriers being able to &amp;quot;pre deploy&amp;quot; landing flaps to use VTOL later (before the update you had to stop the plane first, turn engines vertical, and only then use flaps which made VTOL cringeworthy difficult to use) and to leave scene by simply changing thrust angle.&lt;br /&gt;
&lt;br /&gt;
Is there any chance that this new mechanic on aircraft flaps will be added as a mark on every plane (maybe as a &amp;quot;automatic flaps&amp;quot; mark)  that has it, or should i dig out patch notes and write it extensively on every plane? I don't own 80% of them though, so i can't know the real impact of the mechanic on those. I guess as a middle road i could try to make a special page for it and then it could be updated by someone? It's just cathartic to see it ignored.&lt;br /&gt;
&lt;br /&gt;
--[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 12:00, 28 April 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hello, there are no such plans currently. You can create a page as you proposed. Sorry for the late answer. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 18:56, 23 May 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Su-25SM3, Su-25T and Su-39 S-25OF ==&lt;br /&gt;
&lt;br /&gt;
Hey, I need some help with the S-25OF on the Su-25SM3, Su-25T and Su-39. On their pages on the wiki, it says they have the S-25OF, but when I check it in War Thunder, I cannot find anything about the S-25OF on their secondary weapon pages. If it is because I can't see them, sorry about that. I was just asking this as I had recently updated the S-25OF page on it. --[[User:U113963314|U113963314]] ([[User talk:U113963314|talk]]) 23:23, 1 June 2024‎‎ (UTC)&lt;br /&gt;
:Try the custom loadout menu, some weapons appear only in that view. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 00:39, 2 June 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zrinyi II ==&lt;br /&gt;
&lt;br /&gt;
Hello! Thanks for whatever you did on [[Zrinyi II]] that made my edit on its ammo racks actually show up. Was a bit confused why it didn't show when I made it. Did the &amp;lt;nowiki&amp;gt;{{Clear}}&amp;lt;/nowiki&amp;gt; do it or did it have to be approved because I'm new or something? Anyway, thanks again. Cheers! &lt;br /&gt;
&lt;br /&gt;
—[[User:U101816339|U101816339]] ([[User talk:U101816339|talk]]) 01:19, 18 August 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just saw that you had approved the revision in the logs. Thanks for that.&lt;br /&gt;
:—[[User:U101816339|U101816339]] ([[User talk:U101816339|talk]]) 03:03, 18 August 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missile comparison on Family page ==&lt;br /&gt;
&lt;br /&gt;
Hello, you reverted the missile comparison table from the Family site&lt;br /&gt;
https://wiki.warthunder.com/index.php?title=AGM-65_(Family)&amp;amp;curid=25316&amp;amp;diff=192769&amp;amp;oldid=192734&lt;br /&gt;
i wonder why? isnt that the best place to have the comparison?&lt;br /&gt;
alternatively a Template could be created and imported into every subtypes article i think.&lt;br /&gt;
--[[User:U30821137|U30821137]] ([[User talk:U30821137|talk]]) 11:25, 19 September 2024 (UTC)&lt;br /&gt;
:Hello, it is not the right place to put it at the top of the family page. A template on every subpage might be a better idea indeed. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 15:58, 19 September 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Approvement of non-standard article (not vehicle's passport, historical article, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Greetings, moderator Colok76286.&lt;br /&gt;
&lt;br /&gt;
I am writing to you in order to question about my own recently created article and its probable future approvement.&lt;br /&gt;
Firstly, I would like to ask you about how mine article called '[[Location Editor. Manual to create a location]]' really suits for the WT Wiki since I do not know much about how administrators and moderators treat articles about something almost unknown and perhaps useless for the most of the people. And secondly, if such in free-style written article may suit, how long would it take to get it to be approved?&lt;br /&gt;
&lt;br /&gt;
I am looking forward to receive answer from you soon.&lt;br /&gt;
&lt;br /&gt;
--[[User:U96530932|U96530932]] ([[User talk:U96530932|talk]]) 15:21, 9 October 2024 (UTC)&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User_talk:U44629479&amp;diff=193411</id>
		<title>User talk:U44629479</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User_talk:U44629479&amp;diff=193411"/>
				<updated>2024-10-09T15:20:43Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
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&lt;div&gt;Archive: [[User talk Colok76286/Archive]]&lt;br /&gt;
&lt;br /&gt;
== 100 mm/47 O.T.O. Mod. 1928 (100 mm) ==&lt;br /&gt;
&lt;br /&gt;
Hey,&lt;br /&gt;
As always - thank you for all the edits you do improving the quality of the articles, really appreciate them. I just have a 2 questions regarding the recent edits on [[100 mm/47 O.T.O. Mod. 1928 (100 mm)]]:&lt;br /&gt;
Why change the order of ships in &amp;quot;Vehicles equipped with this weapon&amp;quot;? I sorted it more-or-less by what appears in the research tree (light cruisers first, heavy cruisers second), while the old order you restored seems to be random - e.g. Zara-class isn't even next to each-other, the new, top light cruiser, Duca degli Abruzzi, is second on the list. Can you tell me what's the key for the sorting order here?&lt;br /&gt;
: They're listed in alphabetical order. When searching for a vehicle in that particular section of a weapon page, the order in the tree has little relevance.&lt;br /&gt;
I was wondering what was the reason of removal of the &amp;quot;Sample Ship&amp;quot; from the &amp;quot;Comparison with analogues&amp;quot; tables? I added it specifically because guns on a different mounts can have a different Rate of Fire and Targeting speed, so it'd be good to see which specific example was taken into account for this comparison.&lt;br /&gt;
Kind Regards [[User:U12017485|U12017485]] ([[User talk:U12017485|talk]]) 11:25, 9 January 2023 (UTC)&lt;br /&gt;
: To make the table less crowded, this info can added back using the annotation template for example so as not to overload the table.&lt;br /&gt;
--[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 12:03, 9 January 2023 (UTC)&lt;br /&gt;
::Cheers, thank you for the answers :) That explains it :) [[User:U12017485|U12017485]] ([[User talk:U12017485|talk]]) 12:10, 9 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ground attack/strike vs Close Air support ==&lt;br /&gt;
&lt;br /&gt;
Hey, sorry if my edits break standards on the wiki. I figured I'd ask here since it seems I must be confusing them. The military term is close air support for aerial attack on enemy vehicles in a battle, which is what air realistic mostly simulates. Does this wiki use a different definition of that term that functinally means CAS? I'd love your input so I don't mess up as much in the future!--[[User:U128413528|U128413528]] ([[User talk:U128413528|talk]]) 00:43, 14 January 2023 (UTC)&lt;br /&gt;
:We define attacking ground targets in air battles as ground attack. We reserve the term [[Close Air Support]] for the role of planes in ground battles. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 09:09, 14 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Revision approval ==&lt;br /&gt;
Hi, sorry, I know it's not a standard practice, but could you approve [[User:U12017485/DPSGraph]] and [[User:U12017485/DPS]]? While new templates do not need revision approval, any changes made must have them approved, or else the base version is taken. This will help with getting a correct numbers for the DPS calculation in ships that have a flanked turrets. [[User:U12017485|U12017485]] ([[User talk:U12017485|talk]]) 21:42, 21 February 2023 (UTC)&lt;br /&gt;
: Hello, I have unapproved both pages, so any changes you make should now be reflected immediately. As long as you continue to only use the templates on your user page, this will be an adequate solution. [[User:U38088265|U38088265]] ([[User talk:U38088265|talk]]) 21:58, 21 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reverting constructive edits? ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
I'm more or less new to the wiki in itself, and I have noticed that you have reverted a few of my edits on the [[V-990]] and [[H.C Mk.I (12,000 lb)]], even though in my opinion I thought they were constructive. I do not want to blow myself up over a few mere reverts, but I realised [[User_talk_Colok76286/Archive#Reverting_changes_to_a_page_and_then_making_changes_with_the_majority_of_those_changes_yourself.3F|that this was not an isolated case.]] Yes, you are a mod and I respect your position as such, but why do you have to revert some constructive edits made by some mere editor of the wiki like myself? Other than &amp;quot;Undo revision ___ by _&amp;quot; you provide no reason at all for reverting these edits, and I would like some answers onto them, at least on the forum's private messages. (yes, I do have a forum user page)&lt;br /&gt;
&lt;br /&gt;
Thanks, &lt;br /&gt;
&lt;br /&gt;
[[User:U85531623|U85531623]] ([[User talk:U85531623|talk]]) 06:47, 15 May 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== M728 ==&lt;br /&gt;
+1 to this. You removed [https://wiki.warthunder.com/index.php?title=M728_CEV&amp;amp;type=revision&amp;amp;diff=153109&amp;amp;oldid=153101&amp;amp;diffmode=source my revision where I linked the M728 CEV to the M60 family of vehicles], but didn’t indicate why. Like [[User:U85531623|U85531623]] ([[User talk:U85531623|talk]]), I’m not upset by this or anything, but I ''do'' want to continue making contributions and do so in a way that follows the guidelines for this Wiki. Something as simple as a short description on the edit would have been enough; without that, I’m left scratching my head and wondering why. The tank is just a modified M60A1. --[[User:U28244977|U28244977]] ([[User talk:U28244977|talk]]) 18:11, 10 June 2023 (UTC)&lt;br /&gt;
: The About template is used for disambiguation purposes, when vehicles carry a name close to one another like for example M60A1, M60A2, and M60A3. When the vehicle has a unique name (M728), this template should not be used to link a vehicle to a family page, that is the role of the See also section. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 18:29, 10 June 2023 (UTC)&lt;br /&gt;
:: Thanks for responding so quickly, I was in the process of sending you a forum message!&lt;br /&gt;
:: That makes sense. Is there a listing of the role of each section - or better yet, a listing of all pages describing the guidelines for contributing? My goal is to make valuable and meaningful contributions, but that’s difficult without knowing the culture of our active users and moderators.&lt;br /&gt;
:::No, there isn't really.&lt;br /&gt;
:::: Hmm. Well, maybe that’s something we should add.&lt;br /&gt;
:::: I discovered the rewards program through your user page; maybe I’ll end up spearheading a formalization of wiki rules and guidelines in their own section at some point. —-[[User:U28244977|U28244977]] ([[User talk:U28244977|talk]]) 19:05, 10 June 2023 (UTC)&lt;br /&gt;
:: I’m not sure I 100% agree with the assertion that this belongs in the “See Also” section, but I can’t really argue my position until I get a firmer grasp on the process here. Don’t be offended if I came back at some point and challenge this :)&lt;br /&gt;
:::Don't be offended either if I revert it since the rule won't have changed. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 18:52, 10 June 2023 (UTC)&lt;br /&gt;
:::: Don’t worry, I won’t be :). FWIW, I’ve been reading other pages and think I’m coming to the conclusion that the best solution here might be to add a short mention in the Description that it’s based on the M60A1, then spend the time to write a full explanation in the History section.—[[User:U28244977|U28244977]] ([[User talk:U28244977|talk]]) 19:05, 10 June 2023 (UTC)&lt;br /&gt;
:: Thanks again, and I hope we end up building a productive relationship here. —-[[User:U28244977|U28244977]] ([[User talk:U28244977|talk]]) 18:46, 10 June 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== T-80UM2 ==&lt;br /&gt;
&lt;br /&gt;
Hey, I was just wondering why you reverted the newer info on the only T-80UM2 being destroyed last year, and I was curious if talking about more recent wars is taboo on the wiki, as I was unsure of that. --[[User:U21817146|U21817146]] ([[User talk:U21817146|talk]]) 17:49, 1 July 2023 (UTC)&lt;br /&gt;
:We do not add historical material for ongoing conflicts. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 17:50, 1 July 2023 (UTC)&lt;br /&gt;
::Thank you for the clarification, I will keep it in mind --[[User:U21817146|U21817146]] ([[User talk:U21817146|talk]]) 17:51, 1 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ho-Ro ==&lt;br /&gt;
&lt;br /&gt;
Hey Colok76286,&lt;br /&gt;
&lt;br /&gt;
foremost, let me thank you for helping me get used to the literally unwritten rules of this wiki through your edits.&lt;br /&gt;
&lt;br /&gt;
Speaking of edits, I just became aware of your [https://wiki.warthunder.com/index.php?title=Ho-Ro&amp;amp;type=revision&amp;amp;diff=166343&amp;amp;oldid=166335&amp;amp;diffmode=source &amp;quot;conditional approval&amp;quot; of the edit of the Ho-Ro article.] Let's start from the bottom: [https://docdro.id/EyHAz3t I got the spelling version from] [https://www.oxfordreference.com/view/10.1093/acref/9780199891580.001.0001/acref-9780199891580 The Oxford Essential Dictionary of the US Military.] Wiktionary.com also has &amp;quot;breech-loader&amp;quot; as a secondary spelling. According to Collins, &amp;quot;breech-loader&amp;quot; is British English, and &amp;quot;breechloader&amp;quot; American.&lt;br /&gt;
In the end, however, it is about the presence of a hyphen, I think regardless of the spelling, this does not cause misunderstandings among wiki users.&lt;br /&gt;
&lt;br /&gt;
You also changed &amp;quot;The howitzer's high trajectory&amp;quot; to &amp;quot;The howitzer's curved trajectory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For users unfamiliar with ballistics, however, this expression may seem confusing, since the [https://en.wikipedia.org/wiki/Trajectory trajectory] of any projectile subject to the influence of gravity is by definition curved. Artillery projectiles differ in their [https://en.wikipedia.org/wiki/Trajectory#/media/File:Ideal_projectile_motion_for_different_angles.svg parabolic trajectory], depending on whether the apex is [https://en.wikipedia.org/wiki/Howitzer rather high] or [https://en.wikipedia.org/wiki/Field_gun rather low]&lt;br /&gt;
--[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 00:51, 11 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sure, go ahead for both topics. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 16:10, 11 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I see you merged it, which expedited the process further, I guess. I will stop thanking you for acting quickly in the future, I suppose this just part of your commendable work ethic.&lt;br /&gt;
::I'm still working on a list of questions regarding the &amp;quot;unspoken rules&amp;quot; of this wiki, which I will, after some extra work to make it less of a hassle for you guys to provide me with answers, send to one of your co-mods.&lt;br /&gt;
:::We don't have a list of rules to provide unfortunately.&lt;br /&gt;
::But since you are so prolific, I would like to go ahead and ask two questions ahead of time to maybe save you some time:&lt;br /&gt;
:: You guys seem to really dislike Em-dashes a lot. ;) I'll substitute them with (semi-) colons whenever possible—I remember hyphens being used instead, but didn't find a single one now. If I that wasn't a hallucination on my part, I would like to follow up on that.&lt;br /&gt;
:::I keep it simple by using a single type of dash. Using semi-colons, colons, or commas should be fine.&lt;br /&gt;
:: I use the visual editor. With every word processor I ever worked with, Shift+Enter would do a line break, just not here. Do you know the shortcut? --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 13:08, 13 July 2023 (UTC)&lt;br /&gt;
:::I can't help on that since I don't use the Visual Editor. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 07:51, 15 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== KV-1 (L-11) ==&lt;br /&gt;
&lt;br /&gt;
Hey Colok,&lt;br /&gt;
&lt;br /&gt;
I just wanted to write to you about the old &amp;quot;General info&amp;quot; formatting issue, but got ninja'd apparently, great job!&lt;br /&gt;
&lt;br /&gt;
My second question would've been if I corrected the ammo rack template the right way, but that question is obsolete now, I guess.&amp;lt;br&amp;gt;&lt;br /&gt;
But since you reverted my text edit, but just edited the values in the template back to the old ones: Did I make a mistake or does the KV-1 (L-11) just doesn't come with a shell in the breech? --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 07:35, 15 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Some vehicles have unusual depletion routines (where the first shell is not considered, or with discrepancies in the depletion scheme). That's why you must not fill ammo racks table based on a supposition but on real observed behaviour (by using the test drive). --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 07:45, 15 July 2023 (UTC)&lt;br /&gt;
::Thank you so much for explaining that! To make the more important things regarding ammunition easier for the player, the concept of ammo rack depletion was designed very counterintuitively. ''Especially'' in the case of the KV-1, since there is a KV-1E, too, which I used to countercheck the data. This tank can load the same amount of ammunition, uses the same layout for the ammo racks, starts with a shell in the breech at the start of the game like any other tank and &amp;quot;The ammo stowage is empty&amp;quot; not when the ammo stowage is actually empty, but when the last shot is fired.&amp;lt;br&amp;gt;But I take on your recommendation and put on a lead apron whenever I change anything ammo racks. ;) --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 14:22, 15 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Abbreviations&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Hi Colok76286,&lt;br /&gt;
&lt;br /&gt;
Firstly, thank you for your [https://en.wikipedia.org/wiki/Wikipedia:Be_bold bolder] edit of the abbreviation article. Back home, I'm going to stick Post-Its on my desk with &amp;quot;No typographical quotation marks!&amp;quot;. Just to make it clearer for me: Did you use &amp;quot;aircraft&amp;quot; instead of &amp;quot;aeroplane&amp;quot;, as the term is more commonly used in a military context? According to my cursory review of several corpora, even the term &amp;quot;military aircraft&amp;quot; includes rotorcraft and lighter-than-air vehicles.&lt;br /&gt;
:Aircraft is the correct word to translate Flugzeug.&lt;br /&gt;
:: Well, a &amp;quot;Flugzeug&amp;quot; is an aircraft. But so is a &amp;quot;Ballon&amp;quot;, &amp;quot;Hubschrauber&amp;quot;, or &amp;quot;Lastensegler&amp;quot;. I guess you could translate it that way, but don't you think that's a bit sloppy of a diction for someone who reverts &amp;quot;hunting tank&amp;quot; as a possible literal translation for &amp;quot;Jagdpanzer&amp;quot;? --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 19:20, 29 July 2023 (UTC)&lt;br /&gt;
:::Is there a real question here? Or is it just you using an ad hominem obnoxiously because things didn't get your way?&lt;br /&gt;
Moreover, do you think my suggestion in &amp;quot;Discussion&amp;quot; makes sense? --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 22:10, 27 July 2023 (UTC)&lt;br /&gt;
:I have no way of controlling a user's proficiency in a given language. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 03:14, 28 July 2023 (UTC)&lt;br /&gt;
::Yes, that's true in more than one way, and not what I suggested, but I'm starting to see how &amp;quot;editor&amp;quot; could be misinterpreted this way. --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 19:20, 29 July 2023 (UTC)&lt;br /&gt;
::: How did you mean it then? --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 20:16, 29 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The T-34-57 and editing this wiki in general ==&lt;br /&gt;
&lt;br /&gt;
Hi Colok,&lt;br /&gt;
&lt;br /&gt;
You reviewed my changes to the T-34-57 article, and I'd like to start by thanking you for the second pair of eyes.&lt;br /&gt;
I think it was you who said this, in any case, it's obvious: there are no detailed written rules on how articles should be drafted and edited.&lt;br /&gt;
I hope it's okay if I treat you (and all the other moderators) like a member of the Académie Française in this respect.&lt;br /&gt;
:What is it supposed to mean?&lt;br /&gt;
::There is no written set of rules here like on Wikipedia. At that time, I thought this was informal knowledge long-time users and moderators had, and I could just copy what they did because they surely would adhere to some ruleset, right?&lt;br /&gt;
:::What is the relation to the Académie Française?&lt;br /&gt;
That being said, a few questions have arisen in going through your review.&lt;br /&gt;
&lt;br /&gt;
You changed &amp;quot;lower rank battles&amp;quot; to &amp;quot;lower tier battles&amp;quot;. Did I use the wrong term, or can both terms be used synonymously? &lt;br /&gt;
:The terms low-tier and top-tier are regularly used throughout the wiki. I don't want you to go around correcting every occurrence of the term out of pedantry.&lt;br /&gt;
:: Did you, Colok, just accuse me of pedantry?&lt;br /&gt;
:::Is there a vehicle page where you added content other than rewording what was already on the page, or correcting the punctuation and grammar?&lt;br /&gt;
:::: I try to add or correct information on articles. On Wikipedia, that's called &amp;quot;editing&amp;quot;. It sounds like you think that's a bad thing, at least when other people do it. &lt;br /&gt;
Knowing your aversion to dashes, I used colons where possible. You have reverted (?) them to hyphens. They are not used like that in any language I know, including English, of course. Could you explain this briefly? &lt;br /&gt;
:You can't use a capital letter after a colon. Therefore the use of the dash as a separator since a new sentence starts after the colon.&lt;br /&gt;
:: I'm unsure if the second sentence could make any sense to me, but it doesn't. Also: you didn't use dashes, you used hyphens. I used Em-Dashes at the beginning of my time here, and they were always reverted. [[https://wiki.warthunder.com/index.php?title=User_talk:U44629479&amp;amp;action=edit#Ho-Ro|Instead I was told by a mod that using colons [...] would be fine]] Also, yes, according to at least two style guides, you would capitalize after the colon in these cases. I could go on and ask you why you would revert &amp;quot;defence&amp;quot; back to &amp;quot;defense&amp;quot;, but I have already wasted enough time here, and this talk page and your general behaviour tells me I would just waste more. I'm tired.--[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 20:55, 29 July 2023 (UTC)&lt;br /&gt;
:::An hyphen is a type of dash... But here comes the real point: why do you become belligerent when your edits are corrected? It happens to other users, I don't see all of them lashing out like you do.&lt;br /&gt;
:::: Belligerence is what I would call calling people names, for example. I'm actually I bit sad, rather, that this Wiki (and its contributors) are treated like this.&lt;br /&gt;
::::Humans err, and people handle it differently when other people make them aware of an error they made. Some people are a bit angry at themselves and try to do better in the future (and say, e.g., &amp;quot;thank you for the effort of reviewing&amp;quot;). Some are more angry at the people who notice them of what could be a mistake, because firstly, they feel like they don't make any errors, and if they do, the other people were at fault for not correcting them. There are personality profiles that are more susceptible to this behaviour.&lt;br /&gt;
::::Furthermore, no, a hyphen is as much a dash as a colon is a semicolon (maybe Cockney has different rules, I don't know). &amp;quot;Mother-in-law&amp;quot; is an example of a hyphen correctly used. &amp;quot;It's not that hard—is it?&amp;quot; That's a dash. &amp;quot;...&amp;quot; are not ellipses, either. If we both agree that these typographical details are not super important, why do you revert them all the time? I once again agree with you, pedants are exhausting, but even more exhausting are pedants who get their pedantry wrong all the time.&lt;br /&gt;
You changed a link from https://wiki.warthunder.com/Pz.IV_(Family) to https://wiki.warthunder.com/Panzer_IV_(Family). This page is currently empty. Why this change?&lt;br /&gt;
:Nobody's perfect. But it's a wiki: you can correct any wrong link you see.&lt;br /&gt;
:: Colok, with this action &amp;quot;you&amp;quot; have already corrected &amp;quot;me&amp;quot;, the pedant. At this point, I consider this a character flaw of mine: If someone ''corrects'' something I did, I always assume there was some thinking going on.&lt;br /&gt;
:::What was the need to point this out the way you did when you could correct it directly instead, except for being pedantic? --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 21:17, 29 July 2023 (UTC)&lt;br /&gt;
::::What gave you the idea to change a perfectly fine link in the first place? I thought, maybe the dead page was already a work in progress nearly done, so I thought I'd ask first. Wouldn't you have just reverted my correction anyway?&lt;br /&gt;
You changed &amp;quot;Panzer IV variants armed with the KwK 40 gun:&amp;quot; to &amp;quot;Panzer IV variants armed with the 75 mm KwK40 L43 or L48 guns -&amp;quot;. If I recall correctly, the wrong spelling &amp;quot;KwK40&amp;quot; is used in the wiki as this is also the in-game designation. Further, the &amp;quot;75 mm KwK40 L43 or L48 guns&amp;quot; are the only KwK 40s used in Panzer IVs (and at all), at least to my knowledge. This would be tautological; the reader would read a longer text without getting additional information, something that is generally avoided. I would be genuinely interested in the rationale behind this change, as it is quite incomprehensible to me, from a third-party perspective.&lt;br /&gt;
:Terms used in the game are our starting point. If you think the game references a name incorrectly, please submit a bug report. Historically, the term KwK40 referred to both guns on the wiki, before they were split in 2 separate pages. Nowadays, when searched on the wiki, it only [[KwK40 (75 mm)|redirects]] to the L43 version.&lt;br /&gt;
&lt;br /&gt;
In retrospect, my change in &amp;quot;pros and cons&amp;quot; was not outstandingly well-thought-out, to say the least. There wasn't really any added value in terms of information (I ran out of time a bit after working on &amp;quot;History&amp;quot;, a Tower of Babel). The de facto revert did not improve this, of course. Do you think we can highlight the qualities of the armament even better? I think the current version is not ideal, at least in terms of &amp;quot;good […] rate of fire&amp;quot; and &amp;quot;fast reload rate&amp;quot; (please don't lecture me about first-stage ammo racks and autoloaders now 😉).&lt;br /&gt;
:IMHO, the qualities for a good follow-up shot are the rate of fire and the accuracy/recoil of the gun. You dumbed it down to just the rate of fire, hence the revert.&lt;br /&gt;
::&amp;quot;Dumb down&amp;quot; sounds rather unfriendly, doesn't it? You seem to disagree, but I think accuracy is important for the first shot, too, so I moved it to the other general qualities of the gun. &lt;br /&gt;
::By the way, are you a volunteer or do you get paid in some way? Because being unfriendly to people who volunteer for a for-profit company is a good way to drive them off. So I guess this wiki has an over-abundance of contributors. --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 11:45, 31 July 2023 (UTC)&lt;br /&gt;
Last question: Why did you remove the addition &amp;quot;Jumbo&amp;quot; from the hyperlink?&lt;br /&gt;
:Keeping the links simple.--[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 03:14, 28 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
Once again, thank you for the effort of reviewing, maybe you will find time to answer these question as well (not just for me).&lt;br /&gt;
&lt;br /&gt;
Cheers &lt;br /&gt;
&lt;br /&gt;
--[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 00:01, 28 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pr.122A and Pr.122bis ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
First of all, I appreciate that you have reviewed my edit and accepted the edit on the manufacturer template, but I wonder why did you reject the edit on the About template? &lt;br /&gt;
&lt;br /&gt;
I would like to argue that the Pr.122A and Pr.122bis belongs to different class/subclass and also has striking visual difference, while on the other hand the MPK-163 and the premium MPK Pr.122bis are of the same class/subclass and is visually similar. On top of that, the MPK-163 also has Pr.122bis in its name so I'd say it would confuse some people.--[[User:U22067555|U22067555]] ([[User talk:U22067555|talk]]) 10:15, 23 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The template is for disambiguation of different vehicles carrying a very similar name. It is not there to list vehicles of a same family or anyhow related. If a user searches for the Pr.122A but clicks on the Pr.122bis instead, they have a quick way to go to the other page, either with a direct link or through a family page or a disambiguation page. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 10:20, 23 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Alright, thank you for your explanation.--[[User:U22067555|U22067555]] ([[User talk:U22067555|talk]]) 10:36, 23 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== T26E1-1 History  ==&lt;br /&gt;
&lt;br /&gt;
What exactly are you looking for to omit the King Tiger story from the history section? The 3ad link cited as a source has no sources of its own to verify the claim, and the story is extremely far-fetched. It feels like bad practice to include such a highly debatable event.&lt;br /&gt;
&lt;br /&gt;
Later Edit: I have found the book that this claim originates from, as the 3ad website cites John P. Irwin's memoir ''Another River, Another Town''. Having found the section about this duel, it states in full:&lt;br /&gt;
&lt;br /&gt;
[[File:Quote.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Hopefully inserting that image works as intended. Anyways, it very clearly says ''Tiger'' and not anything about a King Tiger. This account is also only eye-witness testimony, so I don't even think ''that'' works as something to have in the wiki article. WW2 Tank crews are notorious for not knowing what the hell they are looking at, and it very easily could've just been a Panzer IV or something. I'm going to edit that section of the article again, and if you want to change it I would just ask you give me a reason why we should be offering such an unsubstantiated story in the history section...&lt;br /&gt;
&lt;br /&gt;
== Template:TorpedoTravelTime‎  ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
I was wondering if you could review TorpedoTravelTime‎ template? I was trying to make it as readable as possible. It should give a nice option to reflect how long it takes for torpedoes to travel within the articles and how it compares with the competitors. [[User:U12017485|U12017485]] ([[User talk:U12017485|talk]]) 10:48, 30 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thanks for merging my F-15A edit! ==&lt;br /&gt;
&lt;br /&gt;
This is pretty lame, but thanks for merging, let alone keeping my edit of the F-15A wiki page I made a while ago!&lt;br /&gt;
&lt;br /&gt;
== Title source problem ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
Thank you very much for your contribution to the War Thunder Wiki community. I have a question about the source of titles. When I was in Datamine, I found that some titles were purely in the game but not found in wt.wiki. Can you help me add and search for the source information of these titles?&lt;br /&gt;
&lt;br /&gt;
* Re-Enactor&lt;br /&gt;
* Panfilov's Guardsman&lt;br /&gt;
* Achiever of War Thunder 2021&lt;br /&gt;
* Copa Hispana&lt;br /&gt;
* Footballer&lt;br /&gt;
* Sampoer&lt;br /&gt;
* I am here to stay&lt;br /&gt;
&lt;br /&gt;
Thx！ --[[User:U75968176|U75968176]] ([[User talk:U75968176|talk]]) 04:55, 21 March 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hello, some titles may be created but never released. It is best to base your inputs on official news rather than datamining. The official Warthunder website is the best source for this content. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 20:23, 21 March 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hello, there are titles here except for [Footballer], all of which I have seen in the game, but I don't know how they got them. For example [Re-Enactor] and [Panfilov's Guardsman] should be former event titles; [Sampoer] and [Achiever of War Thunder 2021] should be the titles for DMM events; [Copa Hispana] should be a tournament title; On the contrary, [I am here to stay] is a title I did not find in datamine either. Please help solve these problems again, thank you!&lt;br /&gt;
&lt;br /&gt;
:Hello, [Achiever of War Thunder 2021]（戰雷2021を達する者）is a title distributed at the [https://ad.games.dmm.com/warthunder_tournament001/index.html &amp;quot;WARTHUNDER JAPAN TOURNAMENT 2021&amp;quot;] organized by DMM. Participants who have completed all matches during the tournament without abstaining are eligible. [https://docs.google.com/document/d/1bNJZHHho7Agg9fVCCX6kj1ffdIxa6mXfDs-4zstZ_dM/edit Page 3, line 7, &amp;quot;In-Game Special Titles&amp;quot; (ゲーム内特別称号) corresponds to this.]&lt;br /&gt;
&lt;br /&gt;
== Anti-blowup flaps on planes ==&lt;br /&gt;
&lt;br /&gt;
Hello.&lt;br /&gt;
&lt;br /&gt;
Some updates ago, there was introduced an anti-break mechanic for flaps on some planes (i don't remember technical term, sorry). It allows the plane to automatically adjust the flap angle if plane flies too fast for the flaps to handle the pressure. This increases plane agility astronomically and does not require much of a pilot attention span.&lt;br /&gt;
&lt;br /&gt;
To quote:&lt;br /&gt;
&lt;br /&gt;
''Flight Model changes:&lt;br /&gt;
&lt;br /&gt;
Automatic adjustment of the flap extension limit or automatic retraction of the flap depending on the current speed has been added to the aircraft with automatic flaps, “floating” type flaps and flaps with protective blow-up mechanisms. The list of these aircraft is: F8F-1, F8F-1B, P-51H-5, F-14A, F-14B, F-5E, F-16 (all variants), F-4 Phantom (all variants), AV-8A, AV-8C, AV-8B+, Harrier GR.1, Harrier GR.3, Harrier GR.7, Sea Harrier FRS.1, F-105D, A-4 (all variants), A-10A Early, A-10A Late, Mirage F1C, Mirage F1C-200, Lightning F.6, Lightning F.53, F-84F, F2H-2, MiG-21 (all variants), MiG-23 (all variants), MiG-27 (all variants), MiG-29 (all variants), J-7 (all variants), Typhoon Mk.1, F4F-3/4/Martlet, F6F (all variants), F4U (all variants), F2G-1, N1K1/2, J7W1, A7M (all variants), J6K1, Douglas AD-2/4, A-1H''&lt;br /&gt;
&lt;br /&gt;
The most notable example is with Harriers being able to &amp;quot;pre deploy&amp;quot; landing flaps to use VTOL later (before the update you had to stop the plane first, turn engines vertical, and only then use flaps which made VTOL cringeworthy difficult to use) and to leave scene by simply changing thrust angle.&lt;br /&gt;
&lt;br /&gt;
Is there any chance that this new mechanic on aircraft flaps will be added as a mark on every plane (maybe as a &amp;quot;automatic flaps&amp;quot; mark)  that has it, or should i dig out patch notes and write it extensively on every plane? I don't own 80% of them though, so i can't know the real impact of the mechanic on those. I guess as a middle road i could try to make a special page for it and then it could be updated by someone? It's just cathartic to see it ignored.&lt;br /&gt;
&lt;br /&gt;
--[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 12:00, 28 April 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hello, there are no such plans currently. You can create a page as you proposed. Sorry for the late answer. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 18:56, 23 May 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Su-25SM3, Su-25T and Su-39 S-25OF ==&lt;br /&gt;
&lt;br /&gt;
Hey, I need some help with the S-25OF on the Su-25SM3, Su-25T and Su-39. On their pages on the wiki, it says they have the S-25OF, but when I check it in War Thunder, I cannot find anything about the S-25OF on their secondary weapon pages. If it is because I can't see them, sorry about that. I was just asking this as I had recently updated the S-25OF page on it. --[[User:U113963314|U113963314]] ([[User talk:U113963314|talk]]) 23:23, 1 June 2024‎‎ (UTC)&lt;br /&gt;
:Try the custom loadout menu, some weapons appear only in that view. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 00:39, 2 June 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zrinyi II ==&lt;br /&gt;
&lt;br /&gt;
Hello! Thanks for whatever you did on [[Zrinyi II]] that made my edit on its ammo racks actually show up. Was a bit confused why it didn't show when I made it. Did the &amp;lt;nowiki&amp;gt;{{Clear}}&amp;lt;/nowiki&amp;gt; do it or did it have to be approved because I'm new or something? Anyway, thanks again. Cheers! &lt;br /&gt;
&lt;br /&gt;
—[[User:U101816339|U101816339]] ([[User talk:U101816339|talk]]) 01:19, 18 August 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just saw that you had approved the revision in the logs. Thanks for that.&lt;br /&gt;
:—[[User:U101816339|U101816339]] ([[User talk:U101816339|talk]]) 03:03, 18 August 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missile comparison on Family page ==&lt;br /&gt;
&lt;br /&gt;
Hello, you reverted the missile comparison table from the Family site&lt;br /&gt;
https://wiki.warthunder.com/index.php?title=AGM-65_(Family)&amp;amp;curid=25316&amp;amp;diff=192769&amp;amp;oldid=192734&lt;br /&gt;
i wonder why? isnt that the best place to have the comparison?&lt;br /&gt;
alternatively a Template could be created and imported into every subtypes article i think.&lt;br /&gt;
--[[User:U30821137|U30821137]] ([[User talk:U30821137|talk]]) 11:25, 19 September 2024 (UTC)&lt;br /&gt;
:Hello, it is not the right place to put it at the top of the family page. A template on every subpage might be a better idea indeed. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 15:58, 19 September 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Approvement of non-standard article (not vehicle's passport, historical article, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Greetings, moderator Colok76286.&lt;br /&gt;
&lt;br /&gt;
I am writing to you in order to question about my own recently created article and its probable future approvement.&lt;br /&gt;
Firstly, I would like to ask you about how mine article called '[[Location Editor. Manual to create a location]]' really suits for the WT Wiki since I do not know much about how administrators and moderators treat articles about something almost unknown and perhaps useless for the most of the people. And secondly, if such in free-style written article may suit, how long would it take to get it to be approved?&lt;br /&gt;
&lt;br /&gt;
I am looking forward to receive answer from you soon.&lt;br /&gt;
&lt;br /&gt;
--Takaram1A&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=User_talk:U44629479&amp;diff=193410</id>
		<title>User talk:U44629479</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=User_talk:U44629479&amp;diff=193410"/>
				<updated>2024-10-09T15:20:11Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: /* Approvement of non-standard article (not vehicle's passport, historical article, etc.) */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Archive: [[User talk Colok76286/Archive]]&lt;br /&gt;
&lt;br /&gt;
== 100 mm/47 O.T.O. Mod. 1928 (100 mm) ==&lt;br /&gt;
&lt;br /&gt;
Hey,&lt;br /&gt;
As always - thank you for all the edits you do improving the quality of the articles, really appreciate them. I just have a 2 questions regarding the recent edits on [[100 mm/47 O.T.O. Mod. 1928 (100 mm)]]:&lt;br /&gt;
Why change the order of ships in &amp;quot;Vehicles equipped with this weapon&amp;quot;? I sorted it more-or-less by what appears in the research tree (light cruisers first, heavy cruisers second), while the old order you restored seems to be random - e.g. Zara-class isn't even next to each-other, the new, top light cruiser, Duca degli Abruzzi, is second on the list. Can you tell me what's the key for the sorting order here?&lt;br /&gt;
: They're listed in alphabetical order. When searching for a vehicle in that particular section of a weapon page, the order in the tree has little relevance.&lt;br /&gt;
I was wondering what was the reason of removal of the &amp;quot;Sample Ship&amp;quot; from the &amp;quot;Comparison with analogues&amp;quot; tables? I added it specifically because guns on a different mounts can have a different Rate of Fire and Targeting speed, so it'd be good to see which specific example was taken into account for this comparison.&lt;br /&gt;
Kind Regards [[User:U12017485|U12017485]] ([[User talk:U12017485|talk]]) 11:25, 9 January 2023 (UTC)&lt;br /&gt;
: To make the table less crowded, this info can added back using the annotation template for example so as not to overload the table.&lt;br /&gt;
--[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 12:03, 9 January 2023 (UTC)&lt;br /&gt;
::Cheers, thank you for the answers :) That explains it :) [[User:U12017485|U12017485]] ([[User talk:U12017485|talk]]) 12:10, 9 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ground attack/strike vs Close Air support ==&lt;br /&gt;
&lt;br /&gt;
Hey, sorry if my edits break standards on the wiki. I figured I'd ask here since it seems I must be confusing them. The military term is close air support for aerial attack on enemy vehicles in a battle, which is what air realistic mostly simulates. Does this wiki use a different definition of that term that functinally means CAS? I'd love your input so I don't mess up as much in the future!--[[User:U128413528|U128413528]] ([[User talk:U128413528|talk]]) 00:43, 14 January 2023 (UTC)&lt;br /&gt;
:We define attacking ground targets in air battles as ground attack. We reserve the term [[Close Air Support]] for the role of planes in ground battles. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 09:09, 14 January 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Revision approval ==&lt;br /&gt;
Hi, sorry, I know it's not a standard practice, but could you approve [[User:U12017485/DPSGraph]] and [[User:U12017485/DPS]]? While new templates do not need revision approval, any changes made must have them approved, or else the base version is taken. This will help with getting a correct numbers for the DPS calculation in ships that have a flanked turrets. [[User:U12017485|U12017485]] ([[User talk:U12017485|talk]]) 21:42, 21 February 2023 (UTC)&lt;br /&gt;
: Hello, I have unapproved both pages, so any changes you make should now be reflected immediately. As long as you continue to only use the templates on your user page, this will be an adequate solution. [[User:U38088265|U38088265]] ([[User talk:U38088265|talk]]) 21:58, 21 February 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Reverting constructive edits? ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
I'm more or less new to the wiki in itself, and I have noticed that you have reverted a few of my edits on the [[V-990]] and [[H.C Mk.I (12,000 lb)]], even though in my opinion I thought they were constructive. I do not want to blow myself up over a few mere reverts, but I realised [[User_talk_Colok76286/Archive#Reverting_changes_to_a_page_and_then_making_changes_with_the_majority_of_those_changes_yourself.3F|that this was not an isolated case.]] Yes, you are a mod and I respect your position as such, but why do you have to revert some constructive edits made by some mere editor of the wiki like myself? Other than &amp;quot;Undo revision ___ by _&amp;quot; you provide no reason at all for reverting these edits, and I would like some answers onto them, at least on the forum's private messages. (yes, I do have a forum user page)&lt;br /&gt;
&lt;br /&gt;
Thanks, &lt;br /&gt;
&lt;br /&gt;
[[User:U85531623|U85531623]] ([[User talk:U85531623|talk]]) 06:47, 15 May 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== M728 ==&lt;br /&gt;
+1 to this. You removed [https://wiki.warthunder.com/index.php?title=M728_CEV&amp;amp;type=revision&amp;amp;diff=153109&amp;amp;oldid=153101&amp;amp;diffmode=source my revision where I linked the M728 CEV to the M60 family of vehicles], but didn’t indicate why. Like [[User:U85531623|U85531623]] ([[User talk:U85531623|talk]]), I’m not upset by this or anything, but I ''do'' want to continue making contributions and do so in a way that follows the guidelines for this Wiki. Something as simple as a short description on the edit would have been enough; without that, I’m left scratching my head and wondering why. The tank is just a modified M60A1. --[[User:U28244977|U28244977]] ([[User talk:U28244977|talk]]) 18:11, 10 June 2023 (UTC)&lt;br /&gt;
: The About template is used for disambiguation purposes, when vehicles carry a name close to one another like for example M60A1, M60A2, and M60A3. When the vehicle has a unique name (M728), this template should not be used to link a vehicle to a family page, that is the role of the See also section. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 18:29, 10 June 2023 (UTC)&lt;br /&gt;
:: Thanks for responding so quickly, I was in the process of sending you a forum message!&lt;br /&gt;
:: That makes sense. Is there a listing of the role of each section - or better yet, a listing of all pages describing the guidelines for contributing? My goal is to make valuable and meaningful contributions, but that’s difficult without knowing the culture of our active users and moderators.&lt;br /&gt;
:::No, there isn't really.&lt;br /&gt;
:::: Hmm. Well, maybe that’s something we should add.&lt;br /&gt;
:::: I discovered the rewards program through your user page; maybe I’ll end up spearheading a formalization of wiki rules and guidelines in their own section at some point. —-[[User:U28244977|U28244977]] ([[User talk:U28244977|talk]]) 19:05, 10 June 2023 (UTC)&lt;br /&gt;
:: I’m not sure I 100% agree with the assertion that this belongs in the “See Also” section, but I can’t really argue my position until I get a firmer grasp on the process here. Don’t be offended if I came back at some point and challenge this :)&lt;br /&gt;
:::Don't be offended either if I revert it since the rule won't have changed. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 18:52, 10 June 2023 (UTC)&lt;br /&gt;
:::: Don’t worry, I won’t be :). FWIW, I’ve been reading other pages and think I’m coming to the conclusion that the best solution here might be to add a short mention in the Description that it’s based on the M60A1, then spend the time to write a full explanation in the History section.—[[User:U28244977|U28244977]] ([[User talk:U28244977|talk]]) 19:05, 10 June 2023 (UTC)&lt;br /&gt;
:: Thanks again, and I hope we end up building a productive relationship here. —-[[User:U28244977|U28244977]] ([[User talk:U28244977|talk]]) 18:46, 10 June 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== T-80UM2 ==&lt;br /&gt;
&lt;br /&gt;
Hey, I was just wondering why you reverted the newer info on the only T-80UM2 being destroyed last year, and I was curious if talking about more recent wars is taboo on the wiki, as I was unsure of that. --[[User:U21817146|U21817146]] ([[User talk:U21817146|talk]]) 17:49, 1 July 2023 (UTC)&lt;br /&gt;
:We do not add historical material for ongoing conflicts. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 17:50, 1 July 2023 (UTC)&lt;br /&gt;
::Thank you for the clarification, I will keep it in mind --[[User:U21817146|U21817146]] ([[User talk:U21817146|talk]]) 17:51, 1 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ho-Ro ==&lt;br /&gt;
&lt;br /&gt;
Hey Colok76286,&lt;br /&gt;
&lt;br /&gt;
foremost, let me thank you for helping me get used to the literally unwritten rules of this wiki through your edits.&lt;br /&gt;
&lt;br /&gt;
Speaking of edits, I just became aware of your [https://wiki.warthunder.com/index.php?title=Ho-Ro&amp;amp;type=revision&amp;amp;diff=166343&amp;amp;oldid=166335&amp;amp;diffmode=source &amp;quot;conditional approval&amp;quot; of the edit of the Ho-Ro article.] Let's start from the bottom: [https://docdro.id/EyHAz3t I got the spelling version from] [https://www.oxfordreference.com/view/10.1093/acref/9780199891580.001.0001/acref-9780199891580 The Oxford Essential Dictionary of the US Military.] Wiktionary.com also has &amp;quot;breech-loader&amp;quot; as a secondary spelling. According to Collins, &amp;quot;breech-loader&amp;quot; is British English, and &amp;quot;breechloader&amp;quot; American.&lt;br /&gt;
In the end, however, it is about the presence of a hyphen, I think regardless of the spelling, this does not cause misunderstandings among wiki users.&lt;br /&gt;
&lt;br /&gt;
You also changed &amp;quot;The howitzer's high trajectory&amp;quot; to &amp;quot;The howitzer's curved trajectory&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For users unfamiliar with ballistics, however, this expression may seem confusing, since the [https://en.wikipedia.org/wiki/Trajectory trajectory] of any projectile subject to the influence of gravity is by definition curved. Artillery projectiles differ in their [https://en.wikipedia.org/wiki/Trajectory#/media/File:Ideal_projectile_motion_for_different_angles.svg parabolic trajectory], depending on whether the apex is [https://en.wikipedia.org/wiki/Howitzer rather high] or [https://en.wikipedia.org/wiki/Field_gun rather low]&lt;br /&gt;
--[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 00:51, 11 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sure, go ahead for both topics. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 16:10, 11 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I see you merged it, which expedited the process further, I guess. I will stop thanking you for acting quickly in the future, I suppose this just part of your commendable work ethic.&lt;br /&gt;
::I'm still working on a list of questions regarding the &amp;quot;unspoken rules&amp;quot; of this wiki, which I will, after some extra work to make it less of a hassle for you guys to provide me with answers, send to one of your co-mods.&lt;br /&gt;
:::We don't have a list of rules to provide unfortunately.&lt;br /&gt;
::But since you are so prolific, I would like to go ahead and ask two questions ahead of time to maybe save you some time:&lt;br /&gt;
:: You guys seem to really dislike Em-dashes a lot. ;) I'll substitute them with (semi-) colons whenever possible—I remember hyphens being used instead, but didn't find a single one now. If I that wasn't a hallucination on my part, I would like to follow up on that.&lt;br /&gt;
:::I keep it simple by using a single type of dash. Using semi-colons, colons, or commas should be fine.&lt;br /&gt;
:: I use the visual editor. With every word processor I ever worked with, Shift+Enter would do a line break, just not here. Do you know the shortcut? --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 13:08, 13 July 2023 (UTC)&lt;br /&gt;
:::I can't help on that since I don't use the Visual Editor. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 07:51, 15 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== KV-1 (L-11) ==&lt;br /&gt;
&lt;br /&gt;
Hey Colok,&lt;br /&gt;
&lt;br /&gt;
I just wanted to write to you about the old &amp;quot;General info&amp;quot; formatting issue, but got ninja'd apparently, great job!&lt;br /&gt;
&lt;br /&gt;
My second question would've been if I corrected the ammo rack template the right way, but that question is obsolete now, I guess.&amp;lt;br&amp;gt;&lt;br /&gt;
But since you reverted my text edit, but just edited the values in the template back to the old ones: Did I make a mistake or does the KV-1 (L-11) just doesn't come with a shell in the breech? --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 07:35, 15 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Some vehicles have unusual depletion routines (where the first shell is not considered, or with discrepancies in the depletion scheme). That's why you must not fill ammo racks table based on a supposition but on real observed behaviour (by using the test drive). --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 07:45, 15 July 2023 (UTC)&lt;br /&gt;
::Thank you so much for explaining that! To make the more important things regarding ammunition easier for the player, the concept of ammo rack depletion was designed very counterintuitively. ''Especially'' in the case of the KV-1, since there is a KV-1E, too, which I used to countercheck the data. This tank can load the same amount of ammunition, uses the same layout for the ammo racks, starts with a shell in the breech at the start of the game like any other tank and &amp;quot;The ammo stowage is empty&amp;quot; not when the ammo stowage is actually empty, but when the last shot is fired.&amp;lt;br&amp;gt;But I take on your recommendation and put on a lead apron whenever I change anything ammo racks. ;) --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 14:22, 15 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Abbreviations&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Hi Colok76286,&lt;br /&gt;
&lt;br /&gt;
Firstly, thank you for your [https://en.wikipedia.org/wiki/Wikipedia:Be_bold bolder] edit of the abbreviation article. Back home, I'm going to stick Post-Its on my desk with &amp;quot;No typographical quotation marks!&amp;quot;. Just to make it clearer for me: Did you use &amp;quot;aircraft&amp;quot; instead of &amp;quot;aeroplane&amp;quot;, as the term is more commonly used in a military context? According to my cursory review of several corpora, even the term &amp;quot;military aircraft&amp;quot; includes rotorcraft and lighter-than-air vehicles.&lt;br /&gt;
:Aircraft is the correct word to translate Flugzeug.&lt;br /&gt;
:: Well, a &amp;quot;Flugzeug&amp;quot; is an aircraft. But so is a &amp;quot;Ballon&amp;quot;, &amp;quot;Hubschrauber&amp;quot;, or &amp;quot;Lastensegler&amp;quot;. I guess you could translate it that way, but don't you think that's a bit sloppy of a diction for someone who reverts &amp;quot;hunting tank&amp;quot; as a possible literal translation for &amp;quot;Jagdpanzer&amp;quot;? --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 19:20, 29 July 2023 (UTC)&lt;br /&gt;
:::Is there a real question here? Or is it just you using an ad hominem obnoxiously because things didn't get your way?&lt;br /&gt;
Moreover, do you think my suggestion in &amp;quot;Discussion&amp;quot; makes sense? --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 22:10, 27 July 2023 (UTC)&lt;br /&gt;
:I have no way of controlling a user's proficiency in a given language. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 03:14, 28 July 2023 (UTC)&lt;br /&gt;
::Yes, that's true in more than one way, and not what I suggested, but I'm starting to see how &amp;quot;editor&amp;quot; could be misinterpreted this way. --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 19:20, 29 July 2023 (UTC)&lt;br /&gt;
::: How did you mean it then? --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 20:16, 29 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== The T-34-57 and editing this wiki in general ==&lt;br /&gt;
&lt;br /&gt;
Hi Colok,&lt;br /&gt;
&lt;br /&gt;
You reviewed my changes to the T-34-57 article, and I'd like to start by thanking you for the second pair of eyes.&lt;br /&gt;
I think it was you who said this, in any case, it's obvious: there are no detailed written rules on how articles should be drafted and edited.&lt;br /&gt;
I hope it's okay if I treat you (and all the other moderators) like a member of the Académie Française in this respect.&lt;br /&gt;
:What is it supposed to mean?&lt;br /&gt;
::There is no written set of rules here like on Wikipedia. At that time, I thought this was informal knowledge long-time users and moderators had, and I could just copy what they did because they surely would adhere to some ruleset, right?&lt;br /&gt;
:::What is the relation to the Académie Française?&lt;br /&gt;
That being said, a few questions have arisen in going through your review.&lt;br /&gt;
&lt;br /&gt;
You changed &amp;quot;lower rank battles&amp;quot; to &amp;quot;lower tier battles&amp;quot;. Did I use the wrong term, or can both terms be used synonymously? &lt;br /&gt;
:The terms low-tier and top-tier are regularly used throughout the wiki. I don't want you to go around correcting every occurrence of the term out of pedantry.&lt;br /&gt;
:: Did you, Colok, just accuse me of pedantry?&lt;br /&gt;
:::Is there a vehicle page where you added content other than rewording what was already on the page, or correcting the punctuation and grammar?&lt;br /&gt;
:::: I try to add or correct information on articles. On Wikipedia, that's called &amp;quot;editing&amp;quot;. It sounds like you think that's a bad thing, at least when other people do it. &lt;br /&gt;
Knowing your aversion to dashes, I used colons where possible. You have reverted (?) them to hyphens. They are not used like that in any language I know, including English, of course. Could you explain this briefly? &lt;br /&gt;
:You can't use a capital letter after a colon. Therefore the use of the dash as a separator since a new sentence starts after the colon.&lt;br /&gt;
:: I'm unsure if the second sentence could make any sense to me, but it doesn't. Also: you didn't use dashes, you used hyphens. I used Em-Dashes at the beginning of my time here, and they were always reverted. [[https://wiki.warthunder.com/index.php?title=User_talk:U44629479&amp;amp;action=edit#Ho-Ro|Instead I was told by a mod that using colons [...] would be fine]] Also, yes, according to at least two style guides, you would capitalize after the colon in these cases. I could go on and ask you why you would revert &amp;quot;defence&amp;quot; back to &amp;quot;defense&amp;quot;, but I have already wasted enough time here, and this talk page and your general behaviour tells me I would just waste more. I'm tired.--[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 20:55, 29 July 2023 (UTC)&lt;br /&gt;
:::An hyphen is a type of dash... But here comes the real point: why do you become belligerent when your edits are corrected? It happens to other users, I don't see all of them lashing out like you do.&lt;br /&gt;
:::: Belligerence is what I would call calling people names, for example. I'm actually I bit sad, rather, that this Wiki (and its contributors) are treated like this.&lt;br /&gt;
::::Humans err, and people handle it differently when other people make them aware of an error they made. Some people are a bit angry at themselves and try to do better in the future (and say, e.g., &amp;quot;thank you for the effort of reviewing&amp;quot;). Some are more angry at the people who notice them of what could be a mistake, because firstly, they feel like they don't make any errors, and if they do, the other people were at fault for not correcting them. There are personality profiles that are more susceptible to this behaviour.&lt;br /&gt;
::::Furthermore, no, a hyphen is as much a dash as a colon is a semicolon (maybe Cockney has different rules, I don't know). &amp;quot;Mother-in-law&amp;quot; is an example of a hyphen correctly used. &amp;quot;It's not that hard—is it?&amp;quot; That's a dash. &amp;quot;...&amp;quot; are not ellipses, either. If we both agree that these typographical details are not super important, why do you revert them all the time? I once again agree with you, pedants are exhausting, but even more exhausting are pedants who get their pedantry wrong all the time.&lt;br /&gt;
You changed a link from https://wiki.warthunder.com/Pz.IV_(Family) to https://wiki.warthunder.com/Panzer_IV_(Family). This page is currently empty. Why this change?&lt;br /&gt;
:Nobody's perfect. But it's a wiki: you can correct any wrong link you see.&lt;br /&gt;
:: Colok, with this action &amp;quot;you&amp;quot; have already corrected &amp;quot;me&amp;quot;, the pedant. At this point, I consider this a character flaw of mine: If someone ''corrects'' something I did, I always assume there was some thinking going on.&lt;br /&gt;
:::What was the need to point this out the way you did when you could correct it directly instead, except for being pedantic? --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 21:17, 29 July 2023 (UTC)&lt;br /&gt;
::::What gave you the idea to change a perfectly fine link in the first place? I thought, maybe the dead page was already a work in progress nearly done, so I thought I'd ask first. Wouldn't you have just reverted my correction anyway?&lt;br /&gt;
You changed &amp;quot;Panzer IV variants armed with the KwK 40 gun:&amp;quot; to &amp;quot;Panzer IV variants armed with the 75 mm KwK40 L43 or L48 guns -&amp;quot;. If I recall correctly, the wrong spelling &amp;quot;KwK40&amp;quot; is used in the wiki as this is also the in-game designation. Further, the &amp;quot;75 mm KwK40 L43 or L48 guns&amp;quot; are the only KwK 40s used in Panzer IVs (and at all), at least to my knowledge. This would be tautological; the reader would read a longer text without getting additional information, something that is generally avoided. I would be genuinely interested in the rationale behind this change, as it is quite incomprehensible to me, from a third-party perspective.&lt;br /&gt;
:Terms used in the game are our starting point. If you think the game references a name incorrectly, please submit a bug report. Historically, the term KwK40 referred to both guns on the wiki, before they were split in 2 separate pages. Nowadays, when searched on the wiki, it only [[KwK40 (75 mm)|redirects]] to the L43 version.&lt;br /&gt;
&lt;br /&gt;
In retrospect, my change in &amp;quot;pros and cons&amp;quot; was not outstandingly well-thought-out, to say the least. There wasn't really any added value in terms of information (I ran out of time a bit after working on &amp;quot;History&amp;quot;, a Tower of Babel). The de facto revert did not improve this, of course. Do you think we can highlight the qualities of the armament even better? I think the current version is not ideal, at least in terms of &amp;quot;good […] rate of fire&amp;quot; and &amp;quot;fast reload rate&amp;quot; (please don't lecture me about first-stage ammo racks and autoloaders now 😉).&lt;br /&gt;
:IMHO, the qualities for a good follow-up shot are the rate of fire and the accuracy/recoil of the gun. You dumbed it down to just the rate of fire, hence the revert.&lt;br /&gt;
::&amp;quot;Dumb down&amp;quot; sounds rather unfriendly, doesn't it? You seem to disagree, but I think accuracy is important for the first shot, too, so I moved it to the other general qualities of the gun. &lt;br /&gt;
::By the way, are you a volunteer or do you get paid in some way? Because being unfriendly to people who volunteer for a for-profit company is a good way to drive them off. So I guess this wiki has an over-abundance of contributors. --[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 11:45, 31 July 2023 (UTC)&lt;br /&gt;
Last question: Why did you remove the addition &amp;quot;Jumbo&amp;quot; from the hyperlink?&lt;br /&gt;
:Keeping the links simple.--[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 03:14, 28 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
Once again, thank you for the effort of reviewing, maybe you will find time to answer these question as well (not just for me).&lt;br /&gt;
&lt;br /&gt;
Cheers &lt;br /&gt;
&lt;br /&gt;
--[[User:U12423867|U12423867]] ([[User talk:U12423867|talk]]) 00:01, 28 July 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Pr.122A and Pr.122bis ==&lt;br /&gt;
&lt;br /&gt;
Hello,&lt;br /&gt;
&lt;br /&gt;
First of all, I appreciate that you have reviewed my edit and accepted the edit on the manufacturer template, but I wonder why did you reject the edit on the About template? &lt;br /&gt;
&lt;br /&gt;
I would like to argue that the Pr.122A and Pr.122bis belongs to different class/subclass and also has striking visual difference, while on the other hand the MPK-163 and the premium MPK Pr.122bis are of the same class/subclass and is visually similar. On top of that, the MPK-163 also has Pr.122bis in its name so I'd say it would confuse some people.--[[User:U22067555|U22067555]] ([[User talk:U22067555|talk]]) 10:15, 23 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The template is for disambiguation of different vehicles carrying a very similar name. It is not there to list vehicles of a same family or anyhow related. If a user searches for the Pr.122A but clicks on the Pr.122bis instead, they have a quick way to go to the other page, either with a direct link or through a family page or a disambiguation page. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 10:20, 23 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Alright, thank you for your explanation.--[[User:U22067555|U22067555]] ([[User talk:U22067555|talk]]) 10:36, 23 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== T26E1-1 History  ==&lt;br /&gt;
&lt;br /&gt;
What exactly are you looking for to omit the King Tiger story from the history section? The 3ad link cited as a source has no sources of its own to verify the claim, and the story is extremely far-fetched. It feels like bad practice to include such a highly debatable event.&lt;br /&gt;
&lt;br /&gt;
Later Edit: I have found the book that this claim originates from, as the 3ad website cites John P. Irwin's memoir ''Another River, Another Town''. Having found the section about this duel, it states in full:&lt;br /&gt;
&lt;br /&gt;
[[File:Quote.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
Hopefully inserting that image works as intended. Anyways, it very clearly says ''Tiger'' and not anything about a King Tiger. This account is also only eye-witness testimony, so I don't even think ''that'' works as something to have in the wiki article. WW2 Tank crews are notorious for not knowing what the hell they are looking at, and it very easily could've just been a Panzer IV or something. I'm going to edit that section of the article again, and if you want to change it I would just ask you give me a reason why we should be offering such an unsubstantiated story in the history section...&lt;br /&gt;
&lt;br /&gt;
== Template:TorpedoTravelTime‎  ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
&lt;br /&gt;
I was wondering if you could review TorpedoTravelTime‎ template? I was trying to make it as readable as possible. It should give a nice option to reflect how long it takes for torpedoes to travel within the articles and how it compares with the competitors. [[User:U12017485|U12017485]] ([[User talk:U12017485|talk]]) 10:48, 30 October 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Thanks for merging my F-15A edit! ==&lt;br /&gt;
&lt;br /&gt;
This is pretty lame, but thanks for merging, let alone keeping my edit of the F-15A wiki page I made a while ago!&lt;br /&gt;
&lt;br /&gt;
== Title source problem ==&lt;br /&gt;
&lt;br /&gt;
Hi,&lt;br /&gt;
Thank you very much for your contribution to the War Thunder Wiki community. I have a question about the source of titles. When I was in Datamine, I found that some titles were purely in the game but not found in wt.wiki. Can you help me add and search for the source information of these titles?&lt;br /&gt;
&lt;br /&gt;
* Re-Enactor&lt;br /&gt;
* Panfilov's Guardsman&lt;br /&gt;
* Achiever of War Thunder 2021&lt;br /&gt;
* Copa Hispana&lt;br /&gt;
* Footballer&lt;br /&gt;
* Sampoer&lt;br /&gt;
* I am here to stay&lt;br /&gt;
&lt;br /&gt;
Thx！ --[[User:U75968176|U75968176]] ([[User talk:U75968176|talk]]) 04:55, 21 March 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hello, some titles may be created but never released. It is best to base your inputs on official news rather than datamining. The official Warthunder website is the best source for this content. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 20:23, 21 March 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hello, there are titles here except for [Footballer], all of which I have seen in the game, but I don't know how they got them. For example [Re-Enactor] and [Panfilov's Guardsman] should be former event titles; [Sampoer] and [Achiever of War Thunder 2021] should be the titles for DMM events; [Copa Hispana] should be a tournament title; On the contrary, [I am here to stay] is a title I did not find in datamine either. Please help solve these problems again, thank you!&lt;br /&gt;
&lt;br /&gt;
:Hello, [Achiever of War Thunder 2021]（戰雷2021を達する者）is a title distributed at the [https://ad.games.dmm.com/warthunder_tournament001/index.html &amp;quot;WARTHUNDER JAPAN TOURNAMENT 2021&amp;quot;] organized by DMM. Participants who have completed all matches during the tournament without abstaining are eligible. [https://docs.google.com/document/d/1bNJZHHho7Agg9fVCCX6kj1ffdIxa6mXfDs-4zstZ_dM/edit Page 3, line 7, &amp;quot;In-Game Special Titles&amp;quot; (ゲーム内特別称号) corresponds to this.]&lt;br /&gt;
&lt;br /&gt;
== Anti-blowup flaps on planes ==&lt;br /&gt;
&lt;br /&gt;
Hello.&lt;br /&gt;
&lt;br /&gt;
Some updates ago, there was introduced an anti-break mechanic for flaps on some planes (i don't remember technical term, sorry). It allows the plane to automatically adjust the flap angle if plane flies too fast for the flaps to handle the pressure. This increases plane agility astronomically and does not require much of a pilot attention span.&lt;br /&gt;
&lt;br /&gt;
To quote:&lt;br /&gt;
&lt;br /&gt;
''Flight Model changes:&lt;br /&gt;
&lt;br /&gt;
Automatic adjustment of the flap extension limit or automatic retraction of the flap depending on the current speed has been added to the aircraft with automatic flaps, “floating” type flaps and flaps with protective blow-up mechanisms. The list of these aircraft is: F8F-1, F8F-1B, P-51H-5, F-14A, F-14B, F-5E, F-16 (all variants), F-4 Phantom (all variants), AV-8A, AV-8C, AV-8B+, Harrier GR.1, Harrier GR.3, Harrier GR.7, Sea Harrier FRS.1, F-105D, A-4 (all variants), A-10A Early, A-10A Late, Mirage F1C, Mirage F1C-200, Lightning F.6, Lightning F.53, F-84F, F2H-2, MiG-21 (all variants), MiG-23 (all variants), MiG-27 (all variants), MiG-29 (all variants), J-7 (all variants), Typhoon Mk.1, F4F-3/4/Martlet, F6F (all variants), F4U (all variants), F2G-1, N1K1/2, J7W1, A7M (all variants), J6K1, Douglas AD-2/4, A-1H''&lt;br /&gt;
&lt;br /&gt;
The most notable example is with Harriers being able to &amp;quot;pre deploy&amp;quot; landing flaps to use VTOL later (before the update you had to stop the plane first, turn engines vertical, and only then use flaps which made VTOL cringeworthy difficult to use) and to leave scene by simply changing thrust angle.&lt;br /&gt;
&lt;br /&gt;
Is there any chance that this new mechanic on aircraft flaps will be added as a mark on every plane (maybe as a &amp;quot;automatic flaps&amp;quot; mark)  that has it, or should i dig out patch notes and write it extensively on every plane? I don't own 80% of them though, so i can't know the real impact of the mechanic on those. I guess as a middle road i could try to make a special page for it and then it could be updated by someone? It's just cathartic to see it ignored.&lt;br /&gt;
&lt;br /&gt;
--[[User:U42773747|U42773747]] ([[User talk:U42773747|talk]]) 12:00, 28 April 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Hello, there are no such plans currently. You can create a page as you proposed. Sorry for the late answer. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 18:56, 23 May 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Su-25SM3, Su-25T and Su-39 S-25OF ==&lt;br /&gt;
&lt;br /&gt;
Hey, I need some help with the S-25OF on the Su-25SM3, Su-25T and Su-39. On their pages on the wiki, it says they have the S-25OF, but when I check it in War Thunder, I cannot find anything about the S-25OF on their secondary weapon pages. If it is because I can't see them, sorry about that. I was just asking this as I had recently updated the S-25OF page on it. --[[User:U113963314|U113963314]] ([[User talk:U113963314|talk]]) 23:23, 1 June 2024‎‎ (UTC)&lt;br /&gt;
:Try the custom loadout menu, some weapons appear only in that view. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 00:39, 2 June 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Zrinyi II ==&lt;br /&gt;
&lt;br /&gt;
Hello! Thanks for whatever you did on [[Zrinyi II]] that made my edit on its ammo racks actually show up. Was a bit confused why it didn't show when I made it. Did the &amp;lt;nowiki&amp;gt;{{Clear}}&amp;lt;/nowiki&amp;gt; do it or did it have to be approved because I'm new or something? Anyway, thanks again. Cheers! &lt;br /&gt;
&lt;br /&gt;
—[[User:U101816339|U101816339]] ([[User talk:U101816339|talk]]) 01:19, 18 August 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just saw that you had approved the revision in the logs. Thanks for that.&lt;br /&gt;
:—[[User:U101816339|U101816339]] ([[User talk:U101816339|talk]]) 03:03, 18 August 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Missile comparison on Family page ==&lt;br /&gt;
&lt;br /&gt;
Hello, you reverted the missile comparison table from the Family site&lt;br /&gt;
https://wiki.warthunder.com/index.php?title=AGM-65_(Family)&amp;amp;curid=25316&amp;amp;diff=192769&amp;amp;oldid=192734&lt;br /&gt;
i wonder why? isnt that the best place to have the comparison?&lt;br /&gt;
alternatively a Template could be created and imported into every subtypes article i think.&lt;br /&gt;
--[[User:U30821137|U30821137]] ([[User talk:U30821137|talk]]) 11:25, 19 September 2024 (UTC)&lt;br /&gt;
:Hello, it is not the right place to put it at the top of the family page. A template on every subpage might be a better idea indeed. --[[User:U44629479|U44629479]] ([[User talk:U44629479|talk]]) 15:58, 19 September 2024 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Approvement of non-standard article (not vehicle's passport, historical article, etc.) ==&lt;br /&gt;
&lt;br /&gt;
Greetings, moderator Colok76286.&lt;br /&gt;
&lt;br /&gt;
I am writing to you in order to question about my own recently created article and its probable future approvement.&lt;br /&gt;
Firstly, I would like to ask you about how mine article called '[[Location Editor. Manual to create a location]]' really suits for the WT Wiki since I do not know much about how administrators and moderators treat articles about something almost unknown and perhaps useless for the most of the people. And secondly, if such in free-style written article may suit, how long would it take to get it to be approved?&lt;br /&gt;
&lt;br /&gt;
I am looking forward to receive answer from you soon.&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Location_Editor._Manual_to_create_a_location&amp;diff=193315</id>
		<title>Location Editor. Manual to create a location</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Location_Editor._Manual_to_create_a_location&amp;diff=193315"/>
				<updated>2024-10-05T14:06:32Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: Undo revision 193314 by U96530932 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a manual explaining main ideas of creating location in Location Editor.&lt;br /&gt;
&lt;br /&gt;
== Beginning ==&lt;br /&gt;
The Location Editor (further shortly LE) itself looks like WT’s typical icon named ‘LocationEd’. You can also open LE in WarThunderCDK’s folder with programme named ‘dagored’. After opening LE there will show up a dialogue box which offers to choose a location. It is better to choose the location named ‘location_sample’.&lt;br /&gt;
&lt;br /&gt;
After location choosing there can result pretty long location downloading (longer than 1 minute, but lesser than 5 minutes). If LE crashes, then the location, what you've been working on, will download faster than the first time since LE knows what location was used recently. If the chosen location downloaded, we will see location of Iwo Jima.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
[[File:Movement types.png|thumb|right|Movement types]]&lt;br /&gt;
[[File:Guide to edit movement speed.png|thumb|right|Guide to edit movement speed in Location Editor]]&lt;br /&gt;
To fly around a location, firstly, you have to be sure that window, which shows you a location, is bolded in yellow at the borders. Press Spacebar in order to move camera in any direction. Movement in location’s space is pretty much similar to movement in games: W – forward, S – backwards, A – left, D – right.&lt;br /&gt;
&lt;br /&gt;
Also, there are 2 pairs of keys more in movement’s set: E and C, Q and Z.&lt;br /&gt;
&lt;br /&gt;
E and C are responsible to move the editor-person (you, in this case) perpendicularly relatively the ground. E – moves you up, C – moves you down.&lt;br /&gt;
&lt;br /&gt;
Q and Z are responsible to move the editor-person (you, in this case) perpendicularly relatively your angle of view. Q – moves you conditionally ‘up’, Z – moves you conditionally ‘down’.&lt;br /&gt;
&lt;br /&gt;
The speed of movement is by default not very high so it's recommended to use &amp;quot;Turbo&amp;quot; to move faster. To activate it you have to press Left Shift and any of above-mentioned movement keys.&lt;br /&gt;
&lt;br /&gt;
Besides, you can change speed of moving manually, too. Find on the very highest panel of LE tab ‘Settings’, find subtab ‘Cameras…’ and go to tab ‘Free camera’. Edit column ‘Speed, ms’ as you wish.&lt;br /&gt;
&lt;br /&gt;
=== Panel of Instruments ===&lt;br /&gt;
Out of all instruments we will review only those that are '''not''' marked with a red cross. Those that '''are''' marked with red cross, their functions are not very well studied either unknown.&lt;br /&gt;
[[File:Panel of instruments in Location Editor.png|none]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! Description !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 2.png|none]] Show properties panel || Opens location settings panel || Opens with button 'P'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 3.png|none]] Hill up mode || Allows to create hills || Activates with button '1'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 4.png|none]] Hill down mode || Allows to create ravines || Activates with button '2'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 5.png|none]] Align mode || Allows to align height to the height of neighbouring area || Activates with button '3'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 6.png|none]] Smooth mode || Smooths an area || Activates with button '4'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 9.png|none]] Select || Prevents landscape transformations || Activates with button 'Q'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 10.png|none]] Move || Allows to move an object || Activates with button 'W'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 11.png|none]] Move over surface || Allows to move an object relatively the surface || Activates with buttons 'Ctrl', 'Alt' and 'W'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 12.png|none]] Rotate || Allows to rotate an object || Activates with button 'R'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 13.png|none]] Scale || Allows to scale size of an object || Activates with button 'R'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 14.png|none]] Drop object || Drops an object on the ground || Activates with button 'Ctrl', 'Alt' and 'D'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 15.png|none]] Select objects by name || Opens list of all present objects on location || Opens with button 'H'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 16.png|none]] Show/hide object props panel || Opens panel of object properties || Opens with button 'P' if object is selected&lt;br /&gt;
|- &lt;br /&gt;
| [[File:LayerDialog.png|none]] Show/hide layers dialog || Opens dialogue box where you can manipulate with entities', splines' and polygons' properties || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 17.png|none]] Hide splines || Hides all splines || Activates with buttons 'Ctrl' and '0'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 18.png|none]] Select only points || Allows to select only points of splines/polygons || Activates with buttons 'Ctrl' and '1'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 19.png|none]] Select only splines || Allows to select only splines || Activates with buttons 'Ctrl' and '2'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 20.png|none]] Select only entities || Allows to select only entities || Activates with buttons 'Ctrl' and '3'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SelectOnlyEntitiesAndSplines.png|none]] Select only splines and entities || Allows to select only splines and entities || Activates with buttons 'Ctrl' and '7'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SelectOnlySnow.png|none]] Select only snow sources || Allows to select only snow sources || Activates with buttons 'Ctrl' and '5'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 21.png|none]] Create entity || Creates an object || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Axis.png|none]] No rotation; X, Y and Z to normal || No rotation: is set by default if you don't rotate anything&lt;br /&gt;
X, Y and Z to normal: can set to 0 degrees &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 22.png|none]] Create spline || Creates a spline || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 23.png|none]] Create polygon || Creates a polygon || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:CreateSnow.png|none]] Create snow source || Creates a snow source || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 24.png|none]] Refine spline || Allows to insert additional points into spline/polygon || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 25.png|none]] Split spline || Allows to split a spline at selected point || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 26.png|none]] Split poly || Allows to split a polygon || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 27.png|none]] Reverse spline(s) || Reverses spline's direction || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 28.png|none]] Close selected spline(s) || Closes a spline without making it a polygon || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 29.png|none]] Un-close spline at selected point || Uncloses a spline at selected point || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Location Properties ==&lt;br /&gt;
We will review only 5 of all these categories: Mesh (1), Brush (2), Script Parameters (3), Heightmap Parameters (4) and Textures (5).&lt;br /&gt;
&lt;br /&gt;
=== Mesh ===&lt;br /&gt;
Mesh itself represents a plain that is made of triangles. Meanwhile, triangles form landscape of location.&lt;br /&gt;
&lt;br /&gt;
Technically, it's needed only 1 option yet in this category – Vertices, since it represents number of triangles used in creating landscape. The larger is number, the more precise landscape will be. But be aware that really large numbers (billions of vertices or greater) can cause lags while editing location.&lt;br /&gt;
&lt;br /&gt;
Option ‘Rebuild mesh’ helps to download all the changes we have done by importing heightmap, changing landscape with brushes, etc.&lt;br /&gt;
&lt;br /&gt;
=== Brush ===&lt;br /&gt;
Brushes help to change landscape manually but in the most cases there is no need when you use heightmaps. They help actually in mask role rather than their true role.&lt;br /&gt;
&lt;br /&gt;
We will take a look only at Power(height) and Brush radius. The rest we don’t need yet.&lt;br /&gt;
&lt;br /&gt;
Power(height). The bigger number is, the higher will terrain tower up.&lt;br /&gt;
&lt;br /&gt;
Brush radius. The bigger number is, the bigger brush radius is.&lt;br /&gt;
&lt;br /&gt;
=== Script Parameters ===&lt;br /&gt;
This category is responsible for creating location's layers. Layers represent any kind of ground type in War Thunder. They can be sand, dirt, rocks, grass, and whatever else. Besides this feature, some sorts of layers can also generate structures that are linked to those layers, for example, city layers (&amp;quot;berlin_city_b&amp;quot;) or forest layers (&amp;quot;air_smolensk_forest_a&amp;quot;). However, this category will be discussed in detail later, in chapter &amp;quot;Location's ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Heightmap Parameters ===&lt;br /&gt;
[[File:LocationEditorCellPrinciples.jpg|thumb|right|Principles of 1 cell in Location Editor]]&lt;br /&gt;
Category &amp;quot;Heightmap Parameters&amp;quot; sets location's size, its offset vertically from water surface (0 meters), height scale (distance from the lowest point of location to the highest point), and size of detailed heightmap (this function generates bunch of smaller triangles in much bigger triangles (vertices) so heightmap would be more detailed on certain area).&lt;br /&gt;
&lt;br /&gt;
'''Cell size.''' This option is responsible for location's physical size. A 'cell', in general, is a square with landscape. The more cells are, the bigger location is.&lt;br /&gt;
&lt;br /&gt;
By default, all cells are 1,024m×1,024m. You can calibrate size of a cell by creating a new heightmap, but not the existing one.&lt;br /&gt;
&lt;br /&gt;
* '''Example.''' Iwo Jima location is 32,768m×32,768m with the centre at coordinates (0;0). The cell that is in the centre of the whole location, has centre which coordinates also equal to (0;0). '''(1)''' Consequently, the centremost cell and the whole location share the same centre coordinates. From this conclusion we can also conclude that '''(2)''' location expands from the centre (or coordinates (0;0)) in all directions. '''(3)''' If the location expands from its centre, then the number of cells cannot in any situation match with location's size (16×1,024=16,384, but not 32,768). This is because location's expansion happens also in negative coordinates. There will be always one half of the length of the location in negative coordinates, and another half – in positive.&lt;br /&gt;
&lt;br /&gt;
'''Height scale.''' This option represents distance from the lowest point of location to the highest point.&lt;br /&gt;
&lt;br /&gt;
In location realities, the lowest point of location can be considered as whole negative integer (-10 meters, -100 meters) since it's not necessary what's under the water. But, if you want to create waterless location, you have to know what's the lowest point. The highest point always must be known.&lt;br /&gt;
&lt;br /&gt;
In order to set height scale, you need simple knowledge in mathematics. Subtract from the highest point the lowest point (or (highest point integer) minus (lowest point integer)).&lt;br /&gt;
&lt;br /&gt;
'''Height offset.''' This option makes location go higher or lower relatively water surface.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Heightmap area.''' This option makes cells of detailed heightmap (vertices begin to have smaller triangles within them) with their centre at (0;0). Size of detailed heightmap and its placement on location can be modified in according section.&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&amp;quot;Textures&amp;quot; category covers responsibilities of recovering base layer ground texture after deleting and creating a new heightmap, creating vertical textures (hill, mountain slopes, etc.), and other features, but the latter won't be discussed in this tutorial due to their unknown properties and functions.&lt;br /&gt;
&lt;br /&gt;
== Plugins and F3 ==&lt;br /&gt;
&lt;br /&gt;
=== Plugins ===&lt;br /&gt;
Plugins are already integrated into the editor and ready to use. In order to summon dialogue box with all plugins you have to press button F11 (be sure that you don’t move around location, or else box won’t appear).&lt;br /&gt;
&lt;br /&gt;
'''P.S.''' Due to plugin ‘(filter) Water surface geom’, which makes water to disappear, some people don’t know what to do and how to change it back. This also relates to plugins that are responsible for the ground (‘(filter) LandMesh’, ‘(filter) HeightMap’, Landscape).&lt;br /&gt;
&lt;br /&gt;
=== F3 Button ===&lt;br /&gt;
F3 button, when pressed, shows net made of triangles that tells how the landscape of location is changed. The first net shows landscape deformation without layers, another – with them.&lt;br /&gt;
&lt;br /&gt;
== Location's Ground ==&lt;br /&gt;
Location's ground is understood as landscape and layers as one whole thing.&lt;br /&gt;
&lt;br /&gt;
* Landscape precise interpretation depends on vertices amount and presence of detailed heightmap.&lt;br /&gt;
&lt;br /&gt;
* Layers make a location look better via, for instance, adding a layer for rivers' banks, a forest layer, a city layer, etc.&lt;br /&gt;
&lt;br /&gt;
Layers, as it is said earlier, are located in Location's Properties' category 'Script Parameters'. In category 'Script Parameters' layers can be created, deleted and used, obviously. There always must exist at least 1 layer since the very first layer defines how location's ground will look. Information, how to create area of second layer on top of the first one, is written in chapter 'Masks'.&lt;br /&gt;
&lt;br /&gt;
== Splines, Polygons and Objects ==&lt;br /&gt;
&lt;br /&gt;
=== Splines ===&lt;br /&gt;
Splines are actually curvatives that help make roads, borders, lampposts, fences, Czech hedgehogs, and more.&lt;br /&gt;
&lt;br /&gt;
Instruction how to make a spline.&lt;br /&gt;
&lt;br /&gt;
* Click the button that makes a spline;&lt;br /&gt;
&lt;br /&gt;
* Put some points that make whole spline;&lt;br /&gt;
&lt;br /&gt;
* Click Right Mouse Button to end spline creating;&lt;br /&gt;
&lt;br /&gt;
* Select spline, click button P and we’re in spline’s settings;&lt;br /&gt;
&lt;br /&gt;
* Choose whatever you need in ‘Spline asset class’.&lt;br /&gt;
&lt;br /&gt;
=== Polygons ===&lt;br /&gt;
Their name says it all. They action on certain area but not only on certain curvative like splines. Polygons cannot be used to lay texture of second layer on first layer but you can make an artificial pond or river, or town with it. Option ‘Border class asset’ behaves like splines: makes roads, borders, and more, but on polygon’s perimeter.&lt;br /&gt;
&lt;br /&gt;
Instruction how to make a polygon.&lt;br /&gt;
&lt;br /&gt;
* Click the button that makes a polygon;&lt;br /&gt;
* Put some points that make whole spline;&lt;br /&gt;
* Connect the last point with the first in order to form polygon;&lt;br /&gt;
* Confirm that you want to close it;&lt;br /&gt;
* Move to its settings (button P) and choose whatever you need in ‘Land asset class’ or ‘Border asset class’ (one of them can be left empty).&lt;br /&gt;
&lt;br /&gt;
=== Objects ===&lt;br /&gt;
In LE objects are almost all things that you can encounter in the game: tanks, planes, ships, buildings, trees, bushes, stones, and nonsense that has left after Halloween or Christmas, or another event. Objects are useful to place something as one unique thing rather than placing huge amount of things.&lt;br /&gt;
&lt;br /&gt;
'''P.S.''' Objects in Location Editor and units in Mission Editor are different things! Objects are like ‘decorations’ like M60 and T-62 tanks in Fulda, meanwhile units can move, attack, etc.&lt;br /&gt;
&lt;br /&gt;
Instruction how to make an object.&lt;br /&gt;
&lt;br /&gt;
* Click the button that makes an object;&lt;br /&gt;
* Choose what we want it would be;&lt;br /&gt;
* Place the object there where we need to.&lt;br /&gt;
&lt;br /&gt;
'''P.S.''' If you need a single object, after placing it click Right Mouse Button to stop placing the same object over and over.&lt;br /&gt;
&lt;br /&gt;
'''Warning.''' I do not recommend to place effects from ‘fx’ tab. Location Editor crashes every time when an fx object is attempted to be placed.&lt;br /&gt;
&lt;br /&gt;
== Masks ==&lt;br /&gt;
We shall start with that mask, in other words, is something that can be placed onto something, in this case a layer onto layer.&lt;br /&gt;
&lt;br /&gt;
All masks locate in 'Script Parameters' in every layer’s settings. I strongly don’t recommend to use existing masks since they are used already. In this case, you can create a new mask which can be named as you wish. New mask will present in every layer’s settings so there is no need to create tons of them.&lt;br /&gt;
&lt;br /&gt;
After creating a new mask, choose the layer you need, the new mask, click button ‘Props…’. You have to activate two options in there: ‘Write weight to DetTex’ and ‘Write weight to Land #1’. '''(*)'''&lt;br /&gt;
&lt;br /&gt;
Choose any of 4 brushes (Hill up mode, Hill down mode, Align mode, Smooth mode). Activate option ‘Show blue-white mask’ in ‘Script Parameters’ in order to see all the changes you have done with the new mask. Next, click button ‘Edit’ in that layer’s settings, what you want to build town, forest, or anything else with, and start to kind of 'paint'.&lt;br /&gt;
&lt;br /&gt;
When you are done, click button ‘Done’ in the layer’s settings and click another button ‘Generate color map’.&lt;br /&gt;
&lt;br /&gt;
'''(*)''' If you leave activated only parameter ‘Write weight to DetTex’, there will change only textures of the ground; If you leave activated only parameter ‘Write weight to Land #1’, there will appear only structures that the layer generates (if that layer even generates any structure).&lt;br /&gt;
&lt;br /&gt;
== Solution to 'I've created new heightmap but textures disappeared' ==&lt;br /&gt;
Say, you had deleted heightmap of Iwo Jima or anything else, and created a new one. But there is a giant absolutely black plateau. This happens because of ground texture (not layer) missing. Console says ‘HeightMap tile texture is missing!’.&lt;br /&gt;
&lt;br /&gt;
Move to category ‘Textures’, subcategory ‘Tile detail texture’ and put into ‘tex’ texture 'detail_ground'. It’s better to write it into search filter since you will search for it for ages.&lt;br /&gt;
&lt;br /&gt;
If the first layer in ‘Script Parameters’ exists and it has texture, close the editor, save all the changes, and open LE again.&lt;br /&gt;
&lt;br /&gt;
Voila, you have absolutely flat location now.&lt;br /&gt;
&lt;br /&gt;
== Location Export into the Game and Test Drive ==&lt;br /&gt;
You have created a location and you wish to play on it.&lt;br /&gt;
&lt;br /&gt;
For the first step, find in the left upper corner button ‘Project’, click ‘Export to game (PC format)’, click everywhere ‘OK’.&lt;br /&gt;
&lt;br /&gt;
Then you need to save '''.bin''' file in folder WarThunder/content/pkg_local/levels. Follow into the folder after saving '''.bin''' file as well.&lt;br /&gt;
&lt;br /&gt;
You can see that every '''.bin''' file has its neighbour '''.blk''' file with the exact name. '''.blk''' file is important so the game could know how big the location is, what’s properties of the location, etc. Without it, you can’t play on location.&lt;br /&gt;
&lt;br /&gt;
Copy one of present '''.blk''' files, rename it exactly after location’s name. Open the '''.blk''' file with Notepad or any text editor. We are interested only in coordinates. Change coordinates in rows ‘mapCoord0’ and ‘mapCoord1’ (also ‘tankMapCoord0’ and ‘tankMapCoord1’, if you want to ride tanks on location too) to coordinates of the most (negative; negative) point and the most (positive; positive) point.&lt;br /&gt;
&lt;br /&gt;
Coordinates represent two points in two-dimensional space that form kind of rectangle or, in this case, square, which borders are considered as location's borders. The first point always must be in (negative; negative) coordinates, and the second – in (positive; positive) coordinates.&lt;br /&gt;
&lt;br /&gt;
Back to editing '''.blk''' file, ‘mapCoord0’ and ‘tankMapCoord0’ require negative coordinates, whilst ‘mapCoord1’ and ‘tankMapCoord1’ – positive.&lt;br /&gt;
&lt;br /&gt;
We are done here. Next, open Mission Editor. Open your location that locates in content/pkg_local/levels. Create unit, choose tank/plane, add it into team A. The most important part is you have to open subcategory ‘mission’ in category 'Mission Settings' and change ‘level’ to your location, or else you will spawn in the middle of Pacific ocean, since Mission Editor always by default sets it to 'levels/water.bin'.&lt;br /&gt;
&lt;br /&gt;
Save your mission, send it into ‘UserMissions’ folder. Launch War Thunder, find in the left upper corner category ‘Battles’, click ‘User Missions’, seek your mission and start it. If everything is done correctly, you will spawn on your location.&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Location_Editor._Manual_to_create_a_location&amp;diff=193314</id>
		<title>Location Editor. Manual to create a location</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Location_Editor._Manual_to_create_a_location&amp;diff=193314"/>
				<updated>2024-10-05T14:06:03Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a manual explaining main ideas of creating location in Location Editor.&lt;br /&gt;
&lt;br /&gt;
== Beginning ==&lt;br /&gt;
The Location Editor (further shortly LE) itself looks like WT’s typical icon named ‘LocationEd’. You can also open LE in WarThunderCDK’s folder with programme named ‘dagored’. After opening LE there will show up a dialogue box which offers to choose a location. It is better to choose the location named ‘location_sample’.&lt;br /&gt;
&lt;br /&gt;
After location choosing there can result pretty long location downloading (longer than 1 minute, but lesser than 5 minutes). If LE crashes, then the location, what you've been working on, will download faster than the first time since LE knows what location was used recently. If the chosen location downloaded, we will see location of Iwo Jima.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
[[File:Movement types.png|thumb|right|Movement types]]&lt;br /&gt;
[[File:Guide to edit movement speed.png|thumb|right|Guide to edit movement speed in Location Editor]]&lt;br /&gt;
To fly around a location, firstly, you have to be sure that window, which shows you a location, is bolded in yellow at the borders. Press Spacebar in order to move camera in any direction. Movement in location’s space is pretty much similar to movement in games: W – forward, S – backwards, A – left, D – right.&lt;br /&gt;
&lt;br /&gt;
Also, there are 2 pairs of keys more in movement’s set: E and C, Q and Z.&lt;br /&gt;
&lt;br /&gt;
E and C are responsible to move the editor-person (you, in this case) perpendicularly relatively the ground. E – moves you up, C – moves you down.&lt;br /&gt;
&lt;br /&gt;
Q and Z are responsible to move the editor-person (you, in this case) perpendicularly relatively your angle of view. Q – moves you conditionally ‘up’, Z – moves you conditionally ‘down’.&lt;br /&gt;
&lt;br /&gt;
The speed of movement is by default not very high so it's recommended to use &amp;quot;Turbo&amp;quot; to move faster. To activate it you have to press Left Shift and any of above-mentioned movement keys.&lt;br /&gt;
&lt;br /&gt;
Besides, you can change speed of moving manually, too. Find on the very highest panel of LE tab ‘Settings’, find subtab ‘Cameras…’ and go to tab ‘Free camera’. Edit column ‘Speed, ms’ as you wish.&lt;br /&gt;
&lt;br /&gt;
=== Panel of Instruments ===&lt;br /&gt;
[[File:Panel of instruments in Location Editor.png|none]]&lt;br /&gt;
&lt;br /&gt;
Out of all instruments we will review only those that are '''not''' marked with a red cross. Those that '''are''' marked with red cross, their functions are not very well studied either unknown.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! Description !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 2.png|none]] Show properties panel || Opens location settings panel || Opens with button 'P'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 3.png|none]] Hill up mode || Allows to create hills || Activates with button '1'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 4.png|none]] Hill down mode || Allows to create ravines || Activates with button '2'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 5.png|none]] Align mode || Allows to align height to the height of neighbouring area || Activates with button '3'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 6.png|none]] Smooth mode || Smooths an area || Activates with button '4'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 9.png|none]] Select || Prevents landscape transformations || Activates with button 'Q'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 10.png|none]] Move || Allows to move an object || Activates with button 'W'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 11.png|none]] Move over surface || Allows to move an object relatively the surface || Activates with buttons 'Ctrl', 'Alt' and 'W'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 12.png|none]] Rotate || Allows to rotate an object || Activates with button 'R'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 13.png|none]] Scale || Allows to scale size of an object || Activates with button 'R'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 14.png|none]] Drop object || Drops an object on the ground || Activates with button 'Ctrl', 'Alt' and 'D'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 15.png|none]] Select objects by name || Opens list of all present objects on location || Opens with button 'H'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 16.png|none]] Show/hide object props panel || Opens panel of object properties || Opens with button 'P' if object is selected&lt;br /&gt;
|- &lt;br /&gt;
| [[File:LayerDialog.png|none]] Show/hide layers dialog || Opens dialogue box where you can manipulate with entities', splines' and polygons' properties || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 17.png|none]] Hide splines || Hides all splines || Activates with buttons 'Ctrl' and '0'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 18.png|none]] Select only points || Allows to select only points of splines/polygons || Activates with buttons 'Ctrl' and '1'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 19.png|none]] Select only splines || Allows to select only splines || Activates with buttons 'Ctrl' and '2'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 20.png|none]] Select only entities || Allows to select only entities || Activates with buttons 'Ctrl' and '3'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SelectOnlyEntitiesAndSplines.png|none]] Select only splines and entities || Allows to select only splines and entities || Activates with buttons 'Ctrl' and '7'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SelectOnlySnow.png|none]] Select only snow sources || Allows to select only snow sources || Activates with buttons 'Ctrl' and '5'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 21.png|none]] Create entity || Creates an object || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Axis.png|none]] No rotation; X, Y and Z to normal || No rotation: is set by default if you don't rotate anything&lt;br /&gt;
X, Y and Z to normal: can set to 0 degrees &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 22.png|none]] Create spline || Creates a spline || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 23.png|none]] Create polygon || Creates a polygon || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:CreateSnow.png|none]] Create snow source || Creates a snow source || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 24.png|none]] Refine spline || Allows to insert additional points into spline/polygon || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 25.png|none]] Split spline || Allows to split a spline at selected point || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 26.png|none]] Split poly || Allows to split a polygon || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 27.png|none]] Reverse spline(s) || Reverses spline's direction || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 28.png|none]] Close selected spline(s) || Closes a spline without making it a polygon || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 29.png|none]] Un-close spline at selected point || Uncloses a spline at selected point || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Location Properties ==&lt;br /&gt;
We will review only 5 of all these categories: Mesh (1), Brush (2), Script Parameters (3), Heightmap Parameters (4) and Textures (5).&lt;br /&gt;
&lt;br /&gt;
=== Mesh ===&lt;br /&gt;
Mesh itself represents a plain that is made of triangles. Meanwhile, triangles form landscape of location.&lt;br /&gt;
&lt;br /&gt;
Technically, it's needed only 1 option yet in this category – Vertices, since it represents number of triangles used in creating landscape. The larger is number, the more precise landscape will be. But be aware that really large numbers (billions of vertices or greater) can cause lags while editing location.&lt;br /&gt;
&lt;br /&gt;
Option ‘Rebuild mesh’ helps to download all the changes we have done by importing heightmap, changing landscape with brushes, etc.&lt;br /&gt;
&lt;br /&gt;
=== Brush ===&lt;br /&gt;
Brushes help to change landscape manually but in the most cases there is no need when you use heightmaps. They help actually in mask role rather than their true role.&lt;br /&gt;
&lt;br /&gt;
We will take a look only at Power(height) and Brush radius. The rest we don’t need yet.&lt;br /&gt;
&lt;br /&gt;
Power(height). The bigger number is, the higher will terrain tower up.&lt;br /&gt;
&lt;br /&gt;
Brush radius. The bigger number is, the bigger brush radius is.&lt;br /&gt;
&lt;br /&gt;
=== Script Parameters ===&lt;br /&gt;
This category is responsible for creating location's layers. Layers represent any kind of ground type in War Thunder. They can be sand, dirt, rocks, grass, and whatever else. Besides this feature, some sorts of layers can also generate structures that are linked to those layers, for example, city layers (&amp;quot;berlin_city_b&amp;quot;) or forest layers (&amp;quot;air_smolensk_forest_a&amp;quot;). However, this category will be discussed in detail later, in chapter &amp;quot;Location's ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Heightmap Parameters ===&lt;br /&gt;
[[File:LocationEditorCellPrinciples.jpg|thumb|right|Principles of 1 cell in Location Editor]]&lt;br /&gt;
Category &amp;quot;Heightmap Parameters&amp;quot; sets location's size, its offset vertically from water surface (0 meters), height scale (distance from the lowest point of location to the highest point), and size of detailed heightmap (this function generates bunch of smaller triangles in much bigger triangles (vertices) so heightmap would be more detailed on certain area).&lt;br /&gt;
&lt;br /&gt;
'''Cell size.''' This option is responsible for location's physical size. A 'cell', in general, is a square with landscape. The more cells are, the bigger location is.&lt;br /&gt;
&lt;br /&gt;
By default, all cells are 1,024m×1,024m. You can calibrate size of a cell by creating a new heightmap, but not the existing one.&lt;br /&gt;
&lt;br /&gt;
* '''Example.''' Iwo Jima location is 32,768m×32,768m with the centre at coordinates (0;0). The cell that is in the centre of the whole location, has centre which coordinates also equal to (0;0). '''(1)''' Consequently, the centremost cell and the whole location share the same centre coordinates. From this conclusion we can also conclude that '''(2)''' location expands from the centre (or coordinates (0;0)) in all directions. '''(3)''' If the location expands from its centre, then the number of cells cannot in any situation match with location's size (16×1,024=16,384, but not 32,768). This is because location's expansion happens also in negative coordinates. There will be always one half of the length of the location in negative coordinates, and another half – in positive.&lt;br /&gt;
&lt;br /&gt;
'''Height scale.''' This option represents distance from the lowest point of location to the highest point.&lt;br /&gt;
&lt;br /&gt;
In location realities, the lowest point of location can be considered as whole negative integer (-10 meters, -100 meters) since it's not necessary what's under the water. But, if you want to create waterless location, you have to know what's the lowest point. The highest point always must be known.&lt;br /&gt;
&lt;br /&gt;
In order to set height scale, you need simple knowledge in mathematics. Subtract from the highest point the lowest point (or (highest point integer) minus (lowest point integer)).&lt;br /&gt;
&lt;br /&gt;
'''Height offset.''' This option makes location go higher or lower relatively water surface.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Heightmap area.''' This option makes cells of detailed heightmap (vertices begin to have smaller triangles within them) with their centre at (0;0). Size of detailed heightmap and its placement on location can be modified in according section.&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&amp;quot;Textures&amp;quot; category covers responsibilities of recovering base layer ground texture after deleting and creating a new heightmap, creating vertical textures (hill, mountain slopes, etc.), and other features, but the latter won't be discussed in this tutorial due to their unknown properties and functions.&lt;br /&gt;
&lt;br /&gt;
== Plugins and F3 ==&lt;br /&gt;
&lt;br /&gt;
=== Plugins ===&lt;br /&gt;
Plugins are already integrated into the editor and ready to use. In order to summon dialogue box with all plugins you have to press button F11 (be sure that you don’t move around location, or else box won’t appear).&lt;br /&gt;
&lt;br /&gt;
'''P.S.''' Due to plugin ‘(filter) Water surface geom’, which makes water to disappear, some people don’t know what to do and how to change it back. This also relates to plugins that are responsible for the ground (‘(filter) LandMesh’, ‘(filter) HeightMap’, Landscape).&lt;br /&gt;
&lt;br /&gt;
=== F3 Button ===&lt;br /&gt;
F3 button, when pressed, shows net made of triangles that tells how the landscape of location is changed. The first net shows landscape deformation without layers, another – with them.&lt;br /&gt;
&lt;br /&gt;
== Location's Ground ==&lt;br /&gt;
Location's ground is understood as landscape and layers as one whole thing.&lt;br /&gt;
&lt;br /&gt;
* Landscape precise interpretation depends on vertices amount and presence of detailed heightmap.&lt;br /&gt;
&lt;br /&gt;
* Layers make a location look better via, for instance, adding a layer for rivers' banks, a forest layer, a city layer, etc.&lt;br /&gt;
&lt;br /&gt;
Layers, as it is said earlier, are located in Location's Properties' category 'Script Parameters'. In category 'Script Parameters' layers can be created, deleted and used, obviously. There always must exist at least 1 layer since the very first layer defines how location's ground will look. Information, how to create area of second layer on top of the first one, is written in chapter 'Masks'.&lt;br /&gt;
&lt;br /&gt;
== Splines, Polygons and Objects ==&lt;br /&gt;
&lt;br /&gt;
=== Splines ===&lt;br /&gt;
Splines are actually curvatives that help make roads, borders, lampposts, fences, Czech hedgehogs, and more.&lt;br /&gt;
&lt;br /&gt;
Instruction how to make a spline.&lt;br /&gt;
&lt;br /&gt;
* Click the button that makes a spline;&lt;br /&gt;
&lt;br /&gt;
* Put some points that make whole spline;&lt;br /&gt;
&lt;br /&gt;
* Click Right Mouse Button to end spline creating;&lt;br /&gt;
&lt;br /&gt;
* Select spline, click button P and we’re in spline’s settings;&lt;br /&gt;
&lt;br /&gt;
* Choose whatever you need in ‘Spline asset class’.&lt;br /&gt;
&lt;br /&gt;
=== Polygons ===&lt;br /&gt;
Their name says it all. They action on certain area but not only on certain curvative like splines. Polygons cannot be used to lay texture of second layer on first layer but you can make an artificial pond or river, or town with it. Option ‘Border class asset’ behaves like splines: makes roads, borders, and more, but on polygon’s perimeter.&lt;br /&gt;
&lt;br /&gt;
Instruction how to make a polygon.&lt;br /&gt;
&lt;br /&gt;
* Click the button that makes a polygon;&lt;br /&gt;
* Put some points that make whole spline;&lt;br /&gt;
* Connect the last point with the first in order to form polygon;&lt;br /&gt;
* Confirm that you want to close it;&lt;br /&gt;
* Move to its settings (button P) and choose whatever you need in ‘Land asset class’ or ‘Border asset class’ (one of them can be left empty).&lt;br /&gt;
&lt;br /&gt;
=== Objects ===&lt;br /&gt;
In LE objects are almost all things that you can encounter in the game: tanks, planes, ships, buildings, trees, bushes, stones, and nonsense that has left after Halloween or Christmas, or another event. Objects are useful to place something as one unique thing rather than placing huge amount of things.&lt;br /&gt;
&lt;br /&gt;
'''P.S.''' Objects in Location Editor and units in Mission Editor are different things! Objects are like ‘decorations’ like M60 and T-62 tanks in Fulda, meanwhile units can move, attack, etc.&lt;br /&gt;
&lt;br /&gt;
Instruction how to make an object.&lt;br /&gt;
&lt;br /&gt;
* Click the button that makes an object;&lt;br /&gt;
* Choose what we want it would be;&lt;br /&gt;
* Place the object there where we need to.&lt;br /&gt;
&lt;br /&gt;
'''P.S.''' If you need a single object, after placing it click Right Mouse Button to stop placing the same object over and over.&lt;br /&gt;
&lt;br /&gt;
'''Warning.''' I do not recommend to place effects from ‘fx’ tab. Location Editor crashes every time when an fx object is attempted to be placed.&lt;br /&gt;
&lt;br /&gt;
== Masks ==&lt;br /&gt;
We shall start with that mask, in other words, is something that can be placed onto something, in this case a layer onto layer.&lt;br /&gt;
&lt;br /&gt;
All masks locate in 'Script Parameters' in every layer’s settings. I strongly don’t recommend to use existing masks since they are used already. In this case, you can create a new mask which can be named as you wish. New mask will present in every layer’s settings so there is no need to create tons of them.&lt;br /&gt;
&lt;br /&gt;
After creating a new mask, choose the layer you need, the new mask, click button ‘Props…’. You have to activate two options in there: ‘Write weight to DetTex’ and ‘Write weight to Land #1’. '''(*)'''&lt;br /&gt;
&lt;br /&gt;
Choose any of 4 brushes (Hill up mode, Hill down mode, Align mode, Smooth mode). Activate option ‘Show blue-white mask’ in ‘Script Parameters’ in order to see all the changes you have done with the new mask. Next, click button ‘Edit’ in that layer’s settings, what you want to build town, forest, or anything else with, and start to kind of 'paint'.&lt;br /&gt;
&lt;br /&gt;
When you are done, click button ‘Done’ in the layer’s settings and click another button ‘Generate color map’.&lt;br /&gt;
&lt;br /&gt;
'''(*)''' If you leave activated only parameter ‘Write weight to DetTex’, there will change only textures of the ground; If you leave activated only parameter ‘Write weight to Land #1’, there will appear only structures that the layer generates (if that layer even generates any structure).&lt;br /&gt;
&lt;br /&gt;
== Solution to 'I've created new heightmap but textures disappeared' ==&lt;br /&gt;
Say, you had deleted heightmap of Iwo Jima or anything else, and created a new one. But there is a giant absolutely black plateau. This happens because of ground texture (not layer) missing. Console says ‘HeightMap tile texture is missing!’.&lt;br /&gt;
&lt;br /&gt;
Move to category ‘Textures’, subcategory ‘Tile detail texture’ and put into ‘tex’ texture 'detail_ground'. It’s better to write it into search filter since you will search for it for ages.&lt;br /&gt;
&lt;br /&gt;
If the first layer in ‘Script Parameters’ exists and it has texture, close the editor, save all the changes, and open LE again.&lt;br /&gt;
&lt;br /&gt;
Voila, you have absolutely flat location now.&lt;br /&gt;
&lt;br /&gt;
== Location Export into the Game and Test Drive ==&lt;br /&gt;
You have created a location and you wish to play on it.&lt;br /&gt;
&lt;br /&gt;
For the first step, find in the left upper corner button ‘Project’, click ‘Export to game (PC format)’, click everywhere ‘OK’.&lt;br /&gt;
&lt;br /&gt;
Then you need to save '''.bin''' file in folder WarThunder/content/pkg_local/levels. Follow into the folder after saving '''.bin''' file as well.&lt;br /&gt;
&lt;br /&gt;
You can see that every '''.bin''' file has its neighbour '''.blk''' file with the exact name. '''.blk''' file is important so the game could know how big the location is, what’s properties of the location, etc. Without it, you can’t play on location.&lt;br /&gt;
&lt;br /&gt;
Copy one of present '''.blk''' files, rename it exactly after location’s name. Open the '''.blk''' file with Notepad or any text editor. We are interested only in coordinates. Change coordinates in rows ‘mapCoord0’ and ‘mapCoord1’ (also ‘tankMapCoord0’ and ‘tankMapCoord1’, if you want to ride tanks on location too) to coordinates of the most (negative; negative) point and the most (positive; positive) point.&lt;br /&gt;
&lt;br /&gt;
Coordinates represent two points in two-dimensional space that form kind of rectangle or, in this case, square, which borders are considered as location's borders. The first point always must be in (negative; negative) coordinates, and the second – in (positive; positive) coordinates.&lt;br /&gt;
&lt;br /&gt;
Back to editing '''.blk''' file, ‘mapCoord0’ and ‘tankMapCoord0’ require negative coordinates, whilst ‘mapCoord1’ and ‘tankMapCoord1’ – positive.&lt;br /&gt;
&lt;br /&gt;
We are done here. Next, open Mission Editor. Open your location that locates in content/pkg_local/levels. Create unit, choose tank/plane, add it into team A. The most important part is you have to open subcategory ‘mission’ in category 'Mission Settings' and change ‘level’ to your location, or else you will spawn in the middle of Pacific ocean, since Mission Editor always by default sets it to 'levels/water.bin'.&lt;br /&gt;
&lt;br /&gt;
Save your mission, send it into ‘UserMissions’ folder. Launch War Thunder, find in the left upper corner category ‘Battles’, click ‘User Missions’, seek your mission and start it. If everything is done correctly, you will spawn on your location.&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Location_Editor._Manual_to_create_a_location&amp;diff=193313</id>
		<title>Location Editor. Manual to create a location</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Location_Editor._Manual_to_create_a_location&amp;diff=193313"/>
				<updated>2024-10-05T14:02:33Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a manual explaining main ideas of creating location in Location Editor.&lt;br /&gt;
&lt;br /&gt;
== Beginning ==&lt;br /&gt;
The Location Editor (further shortly LE) itself looks like WT’s typical icon named ‘LocationEd’. You can also open LE in WarThunderCDK’s folder with programme named ‘dagored’. After opening LE there will show up a dialogue box which offers to choose a location. It is better to choose the location named ‘location_sample’.&lt;br /&gt;
&lt;br /&gt;
After location choosing there can result pretty long location downloading (longer than 1 minute, but lesser than 5 minutes). If LE crashes, then the location, what you've been working on, will download faster than the first time since LE knows what location was used recently. If the chosen location downloaded, we will see location of Iwo Jima.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
[[File:Movement types.png|thumb|right|Movement types]]&lt;br /&gt;
[[File:Guide to edit movement speed.png|thumb|right|Guide to edit movement speed in Location Editor]]&lt;br /&gt;
To fly around a location, firstly, you have to be sure that window, which shows you a location, is bolded in yellow at the borders. Press Spacebar in order to move camera in any direction. Movement in location’s space is pretty much similar to movement in games: W – forward, S – backwards, A – left, D – right.&lt;br /&gt;
&lt;br /&gt;
Also, there are 2 pairs of keys more in movement’s set: E and C, Q and Z.&lt;br /&gt;
&lt;br /&gt;
E and C are responsible to move the editor-person (you, in this case) perpendicularly relatively the ground. E – moves you up, C – moves you down.&lt;br /&gt;
&lt;br /&gt;
Q and Z are responsible to move the editor-person (you, in this case) perpendicularly relatively your angle of view. Q – moves you conditionally ‘up’, Z – moves you conditionally ‘down’.&lt;br /&gt;
&lt;br /&gt;
The speed of movement is by default not very high so it's recommended to use &amp;quot;Turbo&amp;quot; to move faster. To activate it you have to press Left Shift and any of above-mentioned movement keys.&lt;br /&gt;
&lt;br /&gt;
Besides, you can change speed of moving manually, too. Find on the very highest panel of LE tab ‘Settings’, find subtab ‘Cameras…’ and go to tab ‘Free camera’. Edit column ‘Speed, ms’ as you wish.&lt;br /&gt;
&lt;br /&gt;
=== Panel of Instruments ===&lt;br /&gt;
Out of all instruments we will review only those that are '''not''' marked with a red cross. Those that '''are''' marked with red cross, their functions are not very well studied either unknown.&lt;br /&gt;
[[File:Panel of instruments in Location Editor.png|none]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! Description !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 2.png|none]] Show properties panel || Opens location settings panel || Opens with button 'P'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 3.png|none]] Hill up mode || Allows to create hills || Activates with button '1'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 4.png|none]] Hill down mode || Allows to create ravines || Activates with button '2'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 5.png|none]] Align mode || Allows to align height to the height of neighbouring area || Activates with button '3'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 6.png|none]] Smooth mode || Smooths an area || Activates with button '4'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 9.png|none]] Select || Prevents landscape transformations || Activates with button 'Q'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 10.png|none]] Move || Allows to move an object || Activates with button 'W'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 11.png|none]] Move over surface || Allows to move an object relatively the surface || Activates with buttons 'Ctrl', 'Alt' and 'W'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 12.png|none]] Rotate || Allows to rotate an object || Activates with button 'R'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 13.png|none]] Scale || Allows to scale size of an object || Activates with button 'R'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 14.png|none]] Drop object || Drops an object on the ground || Activates with button 'Ctrl', 'Alt' and 'D'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 15.png|none]] Select objects by name || Opens list of all present objects on location || Opens with button 'H'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 16.png|none]] Show/hide object props panel || Opens panel of object properties || Opens with button 'P' if object is selected&lt;br /&gt;
|- &lt;br /&gt;
| [[File:LayerDialog.png|none]] Show/hide layers dialog || Opens dialogue box where you can manipulate with entities', splines' and polygons' properties || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 17.png|none]] Hide splines || Hides all splines || Activates with buttons 'Ctrl' and '0'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 18.png|none]] Select only points || Allows to select only points of splines/polygons || Activates with buttons 'Ctrl' and '1'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 19.png|none]] Select only splines || Allows to select only splines || Activates with buttons 'Ctrl' and '2'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 20.png|none]] Select only entities || Allows to select only entities || Activates with buttons 'Ctrl' and '3'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SelectOnlyEntitiesAndSplines.png|none]] Select only splines and entities || Allows to select only splines and entities || Activates with buttons 'Ctrl' and '7'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SelectOnlySnow.png|none]] Select only snow sources || Allows to select only snow sources || Activates with buttons 'Ctrl' and '5'&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 21.png|none]] Create entity || Creates an object || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Axis.png|none]] No rotation; X, Y and Z to normal || No rotation: is set by default if you don't rotate anything&lt;br /&gt;
X, Y and Z to normal: can set to 0 degrees &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 22.png|none]] Create spline || Creates a spline || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 23.png|none]] Create polygon || Creates a polygon || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:CreateSnow.png|none]] Create snow source || Creates a snow source || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 24.png|none]] Refine spline || Allows to insert additional points into spline/polygon || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 25.png|none]] Split spline || Allows to split a spline at selected point || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 26.png|none]] Split poly || Allows to split a polygon || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 27.png|none]] Reverse spline(s) || Reverses spline's direction || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 28.png|none]] Close selected spline(s) || Closes a spline without making it a polygon || &lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 29.png|none]] Un-close spline at selected point || Uncloses a spline at selected point || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Location Properties ==&lt;br /&gt;
We will review only 5 of all these categories: Mesh (1), Brush (2), Script Parameters (3), Heightmap Parameters (4) and Textures (5).&lt;br /&gt;
&lt;br /&gt;
=== Mesh ===&lt;br /&gt;
Mesh itself represents a plain that is made of triangles. Meanwhile, triangles form landscape of location.&lt;br /&gt;
&lt;br /&gt;
Technically, it's needed only 1 option yet in this category – Vertices, since it represents number of triangles used in creating landscape. The larger is number, the more precise landscape will be. But be aware that really large numbers (billions of vertices or greater) can cause lags while editing location.&lt;br /&gt;
&lt;br /&gt;
Option ‘Rebuild mesh’ helps to download all the changes we have done by importing heightmap, changing landscape with brushes, etc.&lt;br /&gt;
&lt;br /&gt;
=== Brush ===&lt;br /&gt;
Brushes help to change landscape manually but in the most cases there is no need when you use heightmaps. They help actually in mask role rather than their true role.&lt;br /&gt;
&lt;br /&gt;
We will take a look only at Power(height) and Brush radius. The rest we don’t need yet.&lt;br /&gt;
&lt;br /&gt;
Power(height). The bigger number is, the higher will terrain tower up.&lt;br /&gt;
&lt;br /&gt;
Brush radius. The bigger number is, the bigger brush radius is.&lt;br /&gt;
&lt;br /&gt;
=== Script Parameters ===&lt;br /&gt;
This category is responsible for creating location's layers. Layers represent any kind of ground type in War Thunder. They can be sand, dirt, rocks, grass, and whatever else. Besides this feature, some sorts of layers can also generate structures that are linked to those layers, for example, city layers (&amp;quot;berlin_city_b&amp;quot;) or forest layers (&amp;quot;air_smolensk_forest_a&amp;quot;). However, this category will be discussed in detail later, in chapter &amp;quot;Location's ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Heightmap Parameters ===&lt;br /&gt;
[[File:LocationEditorCellPrinciples.jpg|thumb|right|Principles of 1 cell in Location Editor]]&lt;br /&gt;
Category &amp;quot;Heightmap Parameters&amp;quot; sets location's size, its offset vertically from water surface (0 meters), height scale (distance from the lowest point of location to the highest point), and size of detailed heightmap (this function generates bunch of smaller triangles in much bigger triangles (vertices) so heightmap would be more detailed on certain area).&lt;br /&gt;
&lt;br /&gt;
'''Cell size.''' This option is responsible for location's physical size. A 'cell', in general, is a square with landscape. The more cells are, the bigger location is.&lt;br /&gt;
&lt;br /&gt;
By default, all cells are 1,024m×1,024m. You can calibrate size of a cell by creating a new heightmap, but not the existing one.&lt;br /&gt;
&lt;br /&gt;
* '''Example.''' Iwo Jima location is 32,768m×32,768m with the centre at coordinates (0;0). The cell that is in the centre of the whole location, has centre which coordinates also equal to (0;0). '''(1)''' Consequently, the centremost cell and the whole location share the same centre coordinates. From this conclusion we can also conclude that '''(2)''' location expands from the centre (or coordinates (0;0)) in all directions. '''(3)''' If the location expands from its centre, then the number of cells cannot in any situation match with location's size (16×1,024=16,384, but not 32,768). This is because location's expansion happens also in negative coordinates. There will be always one half of the length of the location in negative coordinates, and another half – in positive.&lt;br /&gt;
&lt;br /&gt;
'''Height scale.''' This option represents distance from the lowest point of location to the highest point.&lt;br /&gt;
&lt;br /&gt;
In location realities, the lowest point of location can be considered as whole negative integer (-10 meters, -100 meters) since it's not necessary what's under the water. But, if you want to create waterless location, you have to know what's the lowest point. The highest point always must be known.&lt;br /&gt;
&lt;br /&gt;
In order to set height scale, you need simple knowledge in mathematics. Subtract from the highest point the lowest point (or (highest point integer) minus (lowest point integer)).&lt;br /&gt;
&lt;br /&gt;
'''Height offset.''' This option makes location go higher or lower relatively water surface.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Heightmap area.''' This option makes cells of detailed heightmap (vertices begin to have smaller triangles within them) with their centre at (0;0). Size of detailed heightmap and its placement on location can be modified in according section.&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&amp;quot;Textures&amp;quot; category covers responsibilities of recovering base layer ground texture after deleting and creating a new heightmap, creating vertical textures (hill, mountain slopes, etc.), and other features, but the latter won't be discussed in this tutorial due to their unknown properties and functions.&lt;br /&gt;
&lt;br /&gt;
== Plugins and F3 ==&lt;br /&gt;
&lt;br /&gt;
=== Plugins ===&lt;br /&gt;
Plugins are already integrated into the editor and ready to use. In order to summon dialogue box with all plugins you have to press button F11 (be sure that you don’t move around location, or else box won’t appear).&lt;br /&gt;
&lt;br /&gt;
'''P.S.''' Due to plugin ‘(filter) Water surface geom’, which makes water to disappear, some people don’t know what to do and how to change it back. This also relates to plugins that are responsible for the ground (‘(filter) LandMesh’, ‘(filter) HeightMap’, Landscape).&lt;br /&gt;
&lt;br /&gt;
=== F3 Button ===&lt;br /&gt;
F3 button, when pressed, shows net made of triangles that tells how the landscape of location is changed. The first net shows landscape deformation without layers, another – with them.&lt;br /&gt;
&lt;br /&gt;
== Location's Ground ==&lt;br /&gt;
Location's ground is understood as landscape and layers as one whole thing.&lt;br /&gt;
&lt;br /&gt;
* Landscape precise interpretation depends on vertices amount and presence of detailed heightmap.&lt;br /&gt;
&lt;br /&gt;
* Layers make a location look better via, for instance, adding a layer for rivers' banks, a forest layer, a city layer, etc.&lt;br /&gt;
&lt;br /&gt;
Layers, as it is said earlier, are located in Location's Properties' category 'Script Parameters'. In category 'Script Parameters' layers can be created, deleted and used, obviously. There always must exist at least 1 layer since the very first layer defines how location's ground will look. Information, how to create area of second layer on top of the first one, is written in chapter 'Masks'.&lt;br /&gt;
&lt;br /&gt;
== Splines, Polygons and Objects ==&lt;br /&gt;
&lt;br /&gt;
=== Splines ===&lt;br /&gt;
Splines are actually curvatives that help make roads, borders, lampposts, fences, Czech hedgehogs, and more.&lt;br /&gt;
&lt;br /&gt;
Instruction how to make a spline.&lt;br /&gt;
&lt;br /&gt;
* Click the button that makes a spline;&lt;br /&gt;
&lt;br /&gt;
* Put some points that make whole spline;&lt;br /&gt;
&lt;br /&gt;
* Click Right Mouse Button to end spline creating;&lt;br /&gt;
&lt;br /&gt;
* Select spline, click button P and we’re in spline’s settings;&lt;br /&gt;
&lt;br /&gt;
* Choose whatever you need in ‘Spline asset class’.&lt;br /&gt;
&lt;br /&gt;
=== Polygons ===&lt;br /&gt;
Their name says it all. They action on certain area but not only on certain curvative like splines. Polygons cannot be used to lay texture of second layer on first layer but you can make an artificial pond or river, or town with it. Option ‘Border class asset’ behaves like splines: makes roads, borders, and more, but on polygon’s perimeter.&lt;br /&gt;
&lt;br /&gt;
Instruction how to make a polygon.&lt;br /&gt;
&lt;br /&gt;
* Click the button that makes a polygon;&lt;br /&gt;
* Put some points that make whole spline;&lt;br /&gt;
* Connect the last point with the first in order to form polygon;&lt;br /&gt;
* Confirm that you want to close it;&lt;br /&gt;
* Move to its settings (button P) and choose whatever you need in ‘Land asset class’ or ‘Border asset class’ (one of them can be left empty).&lt;br /&gt;
&lt;br /&gt;
=== Objects ===&lt;br /&gt;
In LE objects are almost all things that you can encounter in the game: tanks, planes, ships, buildings, trees, bushes, stones, and nonsense that has left after Halloween or Christmas, or another event. Objects are useful to place something as one unique thing rather than placing huge amount of things.&lt;br /&gt;
&lt;br /&gt;
'''P.S.''' Objects in Location Editor and units in Mission Editor are different things! Objects are like ‘decorations’ like M60 and T-62 tanks in Fulda, meanwhile units can move, attack, etc.&lt;br /&gt;
&lt;br /&gt;
Instruction how to make an object.&lt;br /&gt;
&lt;br /&gt;
* Click the button that makes an object;&lt;br /&gt;
* Choose what we want it would be;&lt;br /&gt;
* Place the object there where we need to.&lt;br /&gt;
&lt;br /&gt;
'''P.S.''' If you need a single object, after placing it click Right Mouse Button to stop placing the same object over and over.&lt;br /&gt;
&lt;br /&gt;
'''Warning.''' I do not recommend to place effects from ‘fx’ tab. Location Editor crashes every time when an fx object is attempted to be placed.&lt;br /&gt;
&lt;br /&gt;
== Masks ==&lt;br /&gt;
We shall start with that mask, in other words, is something that can be placed onto something, in this case a layer onto layer.&lt;br /&gt;
&lt;br /&gt;
All masks locate in 'Script Parameters' in every layer’s settings. I strongly don’t recommend to use existing masks since they are used already. In this case, you can create a new mask which can be named as you wish. New mask will present in every layer’s settings so there is no need to create tons of them.&lt;br /&gt;
&lt;br /&gt;
After creating a new mask, choose the layer you need, the new mask, click button ‘Props…’. You have to activate two options in there: ‘Write weight to DetTex’ and ‘Write weight to Land #1’. '''(*)'''&lt;br /&gt;
&lt;br /&gt;
Choose any of 4 brushes (Hill up mode, Hill down mode, Align mode, Smooth mode). Activate option ‘Show blue-white mask’ in ‘Script Parameters’ in order to see all the changes you have done with the new mask. Next, click button ‘Edit’ in that layer’s settings, what you want to build town, forest, or anything else with, and start to kind of 'paint'.&lt;br /&gt;
&lt;br /&gt;
When you are done, click button ‘Done’ in the layer’s settings and click another button ‘Generate color map’.&lt;br /&gt;
&lt;br /&gt;
'''(*)''' If you leave activated only parameter ‘Write weight to DetTex’, there will change only textures of the ground; If you leave activated only parameter ‘Write weight to Land #1’, there will appear only structures that the layer generates (if that layer even generates any structure).&lt;br /&gt;
&lt;br /&gt;
== Solution to 'I've created new heightmap but textures disappeared' ==&lt;br /&gt;
Say, you had deleted heightmap of Iwo Jima or anything else, and created a new one. But there is a giant absolutely black plateau. This happens because of ground texture (not layer) missing. Console says ‘HeightMap tile texture is missing!’.&lt;br /&gt;
&lt;br /&gt;
Move to category ‘Textures’, subcategory ‘Tile detail texture’ and put into ‘tex’ texture 'detail_ground'. It’s better to write it into search filter since you will search for it for ages.&lt;br /&gt;
&lt;br /&gt;
If the first layer in ‘Script Parameters’ exists and it has texture, close the editor, save all the changes, and open LE again.&lt;br /&gt;
&lt;br /&gt;
Voila, you have absolutely flat location now.&lt;br /&gt;
&lt;br /&gt;
== Location Export into the Game and Test Drive ==&lt;br /&gt;
You have created a location and you wish to play on it.&lt;br /&gt;
&lt;br /&gt;
For the first step, find in the left upper corner button ‘Project’, click ‘Export to game (PC format)’, click everywhere ‘OK’.&lt;br /&gt;
&lt;br /&gt;
Then you need to save '''.bin''' file in folder WarThunder/content/pkg_local/levels. Follow into the folder after saving '''.bin''' file as well.&lt;br /&gt;
&lt;br /&gt;
You can see that every '''.bin''' file has its neighbour '''.blk''' file with the exact name. '''.blk''' file is important so the game could know how big the location is, what’s properties of the location, etc. Without it, you can’t play on location.&lt;br /&gt;
&lt;br /&gt;
Copy one of present '''.blk''' files, rename it exactly after location’s name. Open the '''.blk''' file with Notepad or any text editor. We are interested only in coordinates. Change coordinates in rows ‘mapCoord0’ and ‘mapCoord1’ (also ‘tankMapCoord0’ and ‘tankMapCoord1’, if you want to ride tanks on location too) to coordinates of the most (negative; negative) point and the most (positive; positive) point.&lt;br /&gt;
&lt;br /&gt;
Coordinates represent two points in two-dimensional space that form kind of rectangle or, in this case, square, which borders are considered as location's borders. The first point always must be in (negative; negative) coordinates, and the second – in (positive; positive) coordinates.&lt;br /&gt;
&lt;br /&gt;
Back to editing '''.blk''' file, ‘mapCoord0’ and ‘tankMapCoord0’ require negative coordinates, whilst ‘mapCoord1’ and ‘tankMapCoord1’ – positive.&lt;br /&gt;
&lt;br /&gt;
We are done here. Next, open Mission Editor. Open your location that locates in content/pkg_local/levels. Create unit, choose tank/plane, add it into team A. The most important part is you have to open subcategory ‘mission’ in category 'Mission Settings' and change ‘level’ to your location, or else you will spawn in the middle of Pacific ocean, since Mission Editor always by default sets it to 'levels/water.bin'.&lt;br /&gt;
&lt;br /&gt;
Save your mission, send it into ‘UserMissions’ folder. Launch War Thunder, find in the left upper corner category ‘Battles’, click ‘User Missions’, seek your mission and start it. If everything is done correctly, you will spawn on your location.&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:LocationEditorCellPrinciples.jpg&amp;diff=193312</id>
		<title>File:LocationEditorCellPrinciples.jpg</title>
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				<updated>2024-10-05T13:59:12Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
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&lt;div&gt;Location Editor cell principles&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:CreateSnow.png&amp;diff=193311</id>
		<title>File:CreateSnow.png</title>
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				<updated>2024-10-05T12:57:11Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
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&lt;div&gt;Create snow source in LE&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Axis.png&amp;diff=193310</id>
		<title>File:Axis.png</title>
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				<updated>2024-10-05T12:55:32Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
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&lt;div&gt;No rotation, X, Y and Z to normal in LE&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:SelectOnlySnow.png&amp;diff=193309</id>
		<title>File:SelectOnlySnow.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:SelectOnlySnow.png&amp;diff=193309"/>
				<updated>2024-10-05T12:53:15Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Select only snow sources in LE&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:SelectOnlyEntitiesAndSplines.png&amp;diff=193308</id>
		<title>File:SelectOnlyEntitiesAndSplines.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:SelectOnlyEntitiesAndSplines.png&amp;diff=193308"/>
				<updated>2024-10-05T12:51:11Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Select only entites and splines in LE&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:LayerDialog.png&amp;diff=193307</id>
		<title>File:LayerDialog.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:LayerDialog.png&amp;diff=193307"/>
				<updated>2024-10-05T12:49:18Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
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&lt;div&gt;Layer dialog in LE&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Location_Editor._Manual_to_create_a_location&amp;diff=193306</id>
		<title>Location Editor. Manual to create a location</title>
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				<updated>2024-10-05T11:24:53Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
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&lt;div&gt;This article is a manual explaining main ideas of creating location in Location Editor.&lt;br /&gt;
&lt;br /&gt;
== Beginning ==&lt;br /&gt;
The Location Editor (further shortly LE) itself looks like WT’s typical icon named ‘LocationEd’. You can also open LE in WarThunderCDK’s folder with programme named ‘dagored’. After opening LE there will show up a dialogue box which offers to choose a location. It is better to choose the location named ‘location_sample’.&lt;br /&gt;
&lt;br /&gt;
After location choosing there can result pretty long location downloading (longer than 1 minute, but lesser than 5 minutes). If LE crashes, then the location, what you've been working on, will download faster than the first time since LE knows what location was used recently. If the chosen location downloaded, we will see location of Iwo Jima.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
To fly around a location, firstly, you have to be sure that window, which shows you a location, is bolded in yellow at the borders. Press Spacebar in order to move camera in any direction. Movement in location’s space is pretty much similar to movement in games: W – forward, S – backwards, A – left, D – right.&lt;br /&gt;
&lt;br /&gt;
Also, there are 2 pairs of keys more in movement’s set: E and C, Q and Z.&lt;br /&gt;
&lt;br /&gt;
E and C are responsible to move the editor-person (you, in this case) perpendicularly relatively the ground. E – moves you up, C – moves you down.&lt;br /&gt;
&lt;br /&gt;
Q and Z are responsible to move the editor-person (you, in this case) perpendicularly relatively your angle of view. Q – moves you conditionally ‘up’, Z – moves you conditionally ‘down’.&lt;br /&gt;
&lt;br /&gt;
The speed of movement is by default not very high so it's recommended to use &amp;quot;Turbo&amp;quot; to move faster. To activate it you have to press Left Shift and any of above-mentioned movement keys.&lt;br /&gt;
&lt;br /&gt;
Besides, you can change speed of moving manually, too. Find on the very highest panel of LE tab ‘Settings’, find subtab ‘Cameras…’ and go to tab ‘Free camera’. Edit column ‘Speed, ms’ as you wish.&lt;br /&gt;
&lt;br /&gt;
=== Panel of Instruments ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Instrument !! Description !! Commentary&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 2.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 3.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 4.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 5.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 6.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 9.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 10.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 11.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 12.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 13.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 14.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 15.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 16.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 17.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 18.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 19.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 20.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 21.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 22.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 23.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 24.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 25.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 26.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 27.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 28.png|none]] || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Location editor Instrument Panel Fun 29.png|none]] || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Location Properties ==&lt;br /&gt;
We will review only 5 of all these categories: Mesh (1), Brush (2), Script Parameters (3), Heightmap Parameters (4) and Textures (5).&lt;br /&gt;
&lt;br /&gt;
=== Mesh ===&lt;br /&gt;
Mesh itself represents a plain that is made of triangles. Meanwhile, triangles form landscape of location.&lt;br /&gt;
&lt;br /&gt;
Technically, it's needed only 1 option yet in this category – Vertices, since it represents number of triangles used in creating landscape. The larger is number, the more precise landscape will be. But be aware that really large numbers (billions of vertices or greater) can cause lags while editing location.&lt;br /&gt;
&lt;br /&gt;
Option ‘Rebuild mesh’ helps to download all the changes we have done by importing heightmap, changing landscape with brushes, etc.&lt;br /&gt;
&lt;br /&gt;
=== Brush ===&lt;br /&gt;
Brushes help to change landscape manually but in the most cases there is no need when you use heightmaps. They help actually in mask role rather than their true role.&lt;br /&gt;
&lt;br /&gt;
We will take a look only at Power(height) and Brush radius. The rest we don’t need yet.&lt;br /&gt;
&lt;br /&gt;
Power(height). The bigger number is, the higher will terrain tower up.&lt;br /&gt;
&lt;br /&gt;
Brush radius. The bigger number is, the bigger brush radius is.&lt;br /&gt;
&lt;br /&gt;
=== Script Parameters ===&lt;br /&gt;
This category is responsible for creating location's layers. Layers represent any kind of ground type in War Thunder. They can be sand, dirt, rocks, grass, and whatever else. Besides this feature, some sorts of layers can also generate structures that are linked to those layers, for example, city layers (&amp;quot;berlin_city_b&amp;quot;) or forest layers (&amp;quot;air_smolensk_forest_a&amp;quot;). However, this category will be discussed in detail later, in chapter &amp;quot;Location's ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Heightmap Parameters ===&lt;br /&gt;
Category &amp;quot;Heightmap Parameters&amp;quot; sets location's size, its offset vertically from water surface (0 meters), height scale (distance from the lowest point of location to the highest point), and size of detailed heightmap (this function generates bunch of smaller triangles in much bigger triangles (vertices) so heightmap would be more detailed on certain area).&lt;br /&gt;
&lt;br /&gt;
'''Cell size.''' This option is responsible for location's physical size. A 'cell', in general, is a square with landscape. The more cells are, the bigger location is.&lt;br /&gt;
&lt;br /&gt;
By default, all cells are 1,024m×1,024m. You can calibrate size of a cell by creating a new heightmap, but not the existing one.&lt;br /&gt;
&lt;br /&gt;
* '''Example.''' Iwo Jima location is 32,768m×32,768m with the centre at coordinates (0;0). The cell that is in the centre of the whole location, has centre which coordinates also equal to (0;0). '''(1)''' Consequently, the centremost cell and the whole location share the same centre coordinates. From this conclusion we can also conclude that '''(2)''' location expands from the centre (or coordinates (0;0)) in all directions. '''(3)''' If the location expands from its centre, then the number of cells cannot in any situation match with location's size (16×1,024=16,384, but not 32,768). This is because location's expansion happens also in negative coordinates. There will be always one half of the length of the location in negative coordinates, and another half – in positive.&lt;br /&gt;
&lt;br /&gt;
'''Height scale.''' This option represents distance from the lowest point of location to the highest point.&lt;br /&gt;
&lt;br /&gt;
In location realities, the lowest point of location can be considered as whole negative integer (-10 meters, -100 meters) since it's not necessary what's under the water. But, if you want to create waterless location, you have to know what's the lowest point. The highest point always must be known.&lt;br /&gt;
&lt;br /&gt;
In order to set height scale, you need simple knowledge in mathematics. Subtract from the highest point the lowest point (or (highest point integer) minus (lowest point integer)).&lt;br /&gt;
&lt;br /&gt;
'''Height offset.''' This option makes location go higher or lower relatively water surface.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Heightmap area.''' This option makes cells of detailed heightmap (vertices begin to have smaller triangles within them) with their centre at (0;0). Size of detailed heightmap and its placement on location can be modified in according section.&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&amp;quot;Textures&amp;quot; category covers responsibilities of recovering base layer ground texture after deleting and creating a new heightmap, creating vertical textures (hill, mountain slopes, etc.), and other features, but the latter won't be discussed in this tutorial due to their unknown properties and functions.&lt;br /&gt;
&lt;br /&gt;
== Plugins and F3 ==&lt;br /&gt;
&lt;br /&gt;
=== Plugins ===&lt;br /&gt;
Plugins are already integrated into the editor and ready to use. In order to summon dialogue box with all plugins you have to press button F11 (be sure that you don’t move around location, or else box won’t appear).&lt;br /&gt;
&lt;br /&gt;
'''P.S.''' Due to plugin ‘(filter) Water surface geom’, which makes water to disappear, some people don’t know what to do and how to change it back. This also relates to plugins that are responsible for the ground (‘(filter) LandMesh’, ‘(filter) HeightMap’, Landscape).&lt;br /&gt;
&lt;br /&gt;
=== F3 Button ===&lt;br /&gt;
F3 button, when pressed, shows net made of triangles that tells how the landscape of location is changed. The first net shows landscape deformation without layers, another – with them.&lt;br /&gt;
&lt;br /&gt;
== Location's Ground ==&lt;br /&gt;
Location's ground is understood as landscape and layers as one whole thing.&lt;br /&gt;
&lt;br /&gt;
* Landscape precise interpretation depends on vertices amount and presence of detailed heightmap.&lt;br /&gt;
&lt;br /&gt;
* Layers make a location look better via, for instance, adding a layer for rivers' banks, a forest layer, a city layer, etc.&lt;br /&gt;
&lt;br /&gt;
Layers, as it is said earlier, are located in Location's Properties' category 'Script Parameters'. In category 'Script Parameters' layers can be created, deleted and used, obviously. There always must exist at least 1 layer since the very first layer defines how location's ground will look. Information, how to create area of second layer on top of the first one, is written in chapter 'Masks'.&lt;br /&gt;
&lt;br /&gt;
== Splines, Polygons and Objects ==&lt;br /&gt;
&lt;br /&gt;
=== Splines ===&lt;br /&gt;
Splines are actually curvatives that help make roads, borders, lampposts, fences, Czech hedgehogs, and more.&lt;br /&gt;
&lt;br /&gt;
Instruction how to make a spline.&lt;br /&gt;
&lt;br /&gt;
* Click the button that makes a spline;&lt;br /&gt;
&lt;br /&gt;
* Put some points that make whole spline;&lt;br /&gt;
&lt;br /&gt;
* Click Right Mouse Button to end spline creating;&lt;br /&gt;
&lt;br /&gt;
* Select spline, click button P and we’re in spline’s settings;&lt;br /&gt;
&lt;br /&gt;
* Choose whatever you need in ‘Spline asset class’.&lt;br /&gt;
&lt;br /&gt;
=== Polygons ===&lt;br /&gt;
Their name says it all. They action on certain area but not only on certain curvative like splines. Polygons cannot be used to lay texture of second layer on first layer but you can make an artificial pond or river, or town with it. Option ‘Border class asset’ behaves like splines: makes roads, borders, and more, but on polygon’s perimeter.&lt;br /&gt;
&lt;br /&gt;
Instruction how to make a polygon.&lt;br /&gt;
&lt;br /&gt;
* Click the button that makes a polygon;&lt;br /&gt;
* Put some points that make whole spline;&lt;br /&gt;
* Connect the last point with the first in order to form polygon;&lt;br /&gt;
* Confirm that you want to close it;&lt;br /&gt;
* Move to its settings (button P) and choose whatever you need in ‘Land asset class’ or ‘Border asset class’ (one of them can be left empty).&lt;br /&gt;
&lt;br /&gt;
=== Objects ===&lt;br /&gt;
In LE objects are almost all things that you can encounter in the game: tanks, planes, ships, buildings, trees, bushes, stones, and nonsense that has left after Halloween or Christmas, or another event. Objects are useful to place something as one unique thing rather than placing huge amount of things.&lt;br /&gt;
&lt;br /&gt;
'''P.S.''' Objects in Location Editor and units in Mission Editor are different things! Objects are like ‘decorations’ like M60 and T-62 tanks in Fulda, meanwhile units can move, attack, etc.&lt;br /&gt;
&lt;br /&gt;
Instruction how to make an object.&lt;br /&gt;
&lt;br /&gt;
* Click the button that makes an object;&lt;br /&gt;
* Choose what we want it would be;&lt;br /&gt;
* Place the object there where we need to.&lt;br /&gt;
&lt;br /&gt;
'''P.S.''' If you need a single object, after placing it click Right Mouse Button to stop placing the same object over and over.&lt;br /&gt;
&lt;br /&gt;
'''Warning.''' I do not recommend to place effects from ‘fx’ tab. Location Editor crashes every time when an fx object is attempted to be placed.&lt;br /&gt;
&lt;br /&gt;
== Masks ==&lt;br /&gt;
We shall start with that mask, in other words, is something that can be placed onto something, in this case a layer onto layer.&lt;br /&gt;
&lt;br /&gt;
All masks locate in 'Script Parameters' in every layer’s settings. I strongly don’t recommend to use existing masks since they are used already. In this case, you can create a new mask which can be named as you wish. New mask will present in every layer’s settings so there is no need to create tons of them.&lt;br /&gt;
&lt;br /&gt;
After creating a new mask, choose the layer you need, the new mask, click button ‘Props…’. You have to activate two options in there: ‘Write weight to DetTex’ and ‘Write weight to Land #1’. '''(*)'''&lt;br /&gt;
&lt;br /&gt;
Choose any of 4 brushes (Hill up mode, Hill down mode, Align mode, Smooth mode). Activate option ‘Show blue-white mask’ in ‘Script Parameters’ in order to see all the changes you have done with the new mask. Next, click button ‘Edit’ in that layer’s settings, what you want to build town, forest, or anything else with, and start to kind of 'paint'.&lt;br /&gt;
&lt;br /&gt;
When you are done, click button ‘Done’ in the layer’s settings and click another button ‘Generate color map’.&lt;br /&gt;
&lt;br /&gt;
'''(*)''' If you leave activated only parameter ‘Write weight to DetTex’, there will change only textures of the ground; If you leave activated only parameter ‘Write weight to Land #1’, there will appear only structures that the layer generates (if that layer even generates any structure).&lt;br /&gt;
&lt;br /&gt;
== Solution to 'I've created new heightmap but textures disappeared' ==&lt;br /&gt;
Say, you had deleted heightmap of Iwo Jima or anything else, and created a new one. But there is a giant absolutely black plateau. This happens because of ground texture (not layer) missing. Console says ‘HeightMap tile texture is missing!’.&lt;br /&gt;
&lt;br /&gt;
Move to category ‘Textures’, subcategory ‘Tile detail texture’ and put into ‘tex’ texture 'detail_ground'. It’s better to write it into search filter since you will search for it for ages.&lt;br /&gt;
&lt;br /&gt;
If the first layer in ‘Script Parameters’ exists and it has texture, close the editor, save all the changes, and open LE again.&lt;br /&gt;
&lt;br /&gt;
Voila, you have absolutely flat location now.&lt;br /&gt;
&lt;br /&gt;
== Location Export into the Game and Test Drive ==&lt;br /&gt;
You have created a location and you wish to play on it.&lt;br /&gt;
&lt;br /&gt;
For the first step, find in the left upper corner button ‘Project’, click ‘Export to game (PC format)’, click everywhere ‘OK’.&lt;br /&gt;
&lt;br /&gt;
Then you need to save '''.bin''' file in folder WarThunder/content/pkg_local/levels. Follow into the folder after saving '''.bin''' file as well.&lt;br /&gt;
&lt;br /&gt;
You can see that every '''.bin''' file has its neighbour '''.blk''' file with the exact name. '''.blk''' file is important so the game could know how big the location is, what’s properties of the location, etc. Without it, you can’t play on location.&lt;br /&gt;
&lt;br /&gt;
Copy one of present '''.blk''' files, rename it exactly after location’s name. Open the '''.blk''' file with Notepad or any text editor. We are interested only in coordinates. Change coordinates in rows ‘mapCoord0’ and ‘mapCoord1’ (also ‘tankMapCoord0’ and ‘tankMapCoord1’, if you want to ride tanks on location too) to coordinates of the most (negative; negative) point and the most (positive; positive) point.&lt;br /&gt;
&lt;br /&gt;
Coordinates represent two points in two-dimensional space that form kind of rectangle or, in this case, square, which borders are considered as location's borders. The first point always must be in (negative; negative) coordinates, and the second – in (positive; positive) coordinates.&lt;br /&gt;
&lt;br /&gt;
Back to editing '''.blk''' file, ‘mapCoord0’ and ‘tankMapCoord0’ require negative coordinates, whilst ‘mapCoord1’ and ‘tankMapCoord1’ – positive.&lt;br /&gt;
&lt;br /&gt;
We are done here. Next, open Mission Editor. Open your location that locates in content/pkg_local/levels. Create unit, choose tank/plane, add it into team A. The most important part is you have to open subcategory ‘mission’ in category 'Mission Settings' and change ‘level’ to your location, or else you will spawn in the middle of Pacific ocean, since Mission Editor always by default sets it to 'levels/water.bin'.&lt;br /&gt;
&lt;br /&gt;
Save your mission, send it into ‘UserMissions’ folder. Launch War Thunder, find in the left upper corner category ‘Battles’, click ‘User Missions’, seek your mission and start it. If everything is done correctly, you will spawn on your location.&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=Location_Editor._Manual_to_create_a_location&amp;diff=193305</id>
		<title>Location Editor. Manual to create a location</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=Location_Editor._Manual_to_create_a_location&amp;diff=193305"/>
				<updated>2024-10-05T10:31:18Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: Created page with &amp;quot;This article is a manual explaining main ideas of creating location in Location Editor.  == Beginning == The Location Editor (further shortly LE) itself looks like WT’s typi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This article is a manual explaining main ideas of creating location in Location Editor.&lt;br /&gt;
&lt;br /&gt;
== Beginning ==&lt;br /&gt;
The Location Editor (further shortly LE) itself looks like WT’s typical icon named ‘LocationEd’. You can also open LE in WarThunderCDK’s folder with programme named ‘dagored’. After opening LE there will show up a dialogue box which offers to choose a location. It is better to choose the location named ‘location_sample’.&lt;br /&gt;
&lt;br /&gt;
After location choosing there can result pretty long location downloading (longer than 1 minute, but lesser than 5 minutes). If LE crashes, then the location, what you've been working on, will download faster than the first time since LE knows what location was used recently. If the chosen location downloaded, we will see location of Iwo Jima.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
To fly around a location, firstly, you have to be sure that window, which shows you a location, is bolded in yellow at the borders. Press Spacebar in order to move camera in any direction. Movement in location’s space is pretty much similar to movement in games: W – forward, S – backwards, A – left, D – right.&lt;br /&gt;
&lt;br /&gt;
Also, there are 2 pairs of keys more in movement’s set: E and C, Q and Z.&lt;br /&gt;
&lt;br /&gt;
E and C are responsible to move the editor-person (you, in this case) perpendicularly relatively the ground. E – moves you up, C – moves you down.&lt;br /&gt;
&lt;br /&gt;
Q and Z are responsible to move the editor-person (you, in this case) perpendicularly relatively your angle of view. Q – moves you conditionally ‘up’, Z – moves you conditionally ‘down’.&lt;br /&gt;
&lt;br /&gt;
The speed of movement is by default not very high so it's recommended to use &amp;quot;Turbo&amp;quot; to move faster. To activate it you have to press Left Shift and any of above-mentioned movement keys.&lt;br /&gt;
&lt;br /&gt;
Besides, you can change speed of moving manually, too. Find on the very highest panel of LE tab ‘Settings’, find subtab ‘Cameras…’ and go to tab ‘Free camera’. Edit column ‘Speed, ms’ as you wish.&lt;br /&gt;
&lt;br /&gt;
=== Panel of Instruments ===&lt;br /&gt;
&lt;br /&gt;
== Location Properties ==&lt;br /&gt;
We will review only 5 of all these categories: Mesh (1), Brush (2), Script Parameters (3), Heightmap Parameters (4) and Textures (5).&lt;br /&gt;
&lt;br /&gt;
=== Mesh ===&lt;br /&gt;
Mesh itself represents a plain that is made of triangles. Meanwhile, triangles form landscape of location.&lt;br /&gt;
&lt;br /&gt;
Technically, it's needed only 1 option yet in this category – Vertices, since it represents number of triangles used in creating landscape. The larger is number, the more precise landscape will be. But be aware that really large numbers (billions of vertices or greater) can cause lags while editing location.&lt;br /&gt;
&lt;br /&gt;
Option ‘Rebuild mesh’ helps to download all the changes we have done by importing heightmap, changing landscape with brushes, etc.&lt;br /&gt;
&lt;br /&gt;
=== Brush ===&lt;br /&gt;
Brushes help to change landscape manually but in the most cases there is no need when you use heightmaps. They help actually in mask role rather than their true role.&lt;br /&gt;
&lt;br /&gt;
We will take a look only at Power(height) and Brush radius. The rest we don’t need yet.&lt;br /&gt;
&lt;br /&gt;
Power(height). The bigger number is, the higher will terrain tower up.&lt;br /&gt;
&lt;br /&gt;
Brush radius. The bigger number is, the bigger brush radius is.&lt;br /&gt;
&lt;br /&gt;
=== Script Parameters ===&lt;br /&gt;
This category is responsible for creating location's layers. Layers represent any kind of ground type in War Thunder. They can be sand, dirt, rocks, grass, and whatever else. Besides this feature, some sorts of layers can also generate structures that are linked to those layers, for example, city layers (&amp;quot;berlin_city_b&amp;quot;) or forest layers (&amp;quot;air_smolensk_forest_a&amp;quot;). However, this category will be discussed in detail later, in chapter &amp;quot;Location's ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Heightmap Parameters ===&lt;br /&gt;
Category &amp;quot;Heightmap Parameters&amp;quot; sets location's size, its offset vertically from water surface (0 meters), height scale (distance from the lowest point of location to the highest point), and size of detailed heightmap (this function generates bunch of smaller triangles in much bigger triangles (vertices) so heightmap would be more detailed on certain area).&lt;br /&gt;
&lt;br /&gt;
'''Cell size.''' This option is responsible for location's physical size. A 'cell', in general, is a square with landscape. The more cells are, the bigger location is.&lt;br /&gt;
&lt;br /&gt;
By default, all cells are 1,024m×1,024m. You can calibrate size of a cell by creating a new heightmap, but not the existing one.&lt;br /&gt;
&lt;br /&gt;
* '''Example.''' Iwo Jima location is 32,768m×32,768m with the centre at coordinates (0;0). The cell that is in the centre of the whole location, has centre which coordinates also equal to (0;0). '''(1)''' Consequently, the centremost cell and the whole location share the same centre coordinates. From this conclusion we can also conclude that '''(2)''' location expands from the centre (or coordinates (0;0)) in all directions. '''(3)''' If the location expands from its centre, then the number of cells cannot in any situation match with location's size (16×1,024=16,384, but not 32,768). This is because location's expansion happens also in negative coordinates. There will be always one half of the length of the location in negative coordinates, and another half – in positive.&lt;br /&gt;
&lt;br /&gt;
'''Height scale.''' This option represents distance from the lowest point of location to the highest point.&lt;br /&gt;
&lt;br /&gt;
In location realities, the lowest point of location can be considered as whole negative integer (-10 meters, -100 meters) since it's not necessary what's under the water. But, if you want to create waterless location, you have to know what's the lowest point. The highest point always must be known.&lt;br /&gt;
&lt;br /&gt;
In order to set height scale, you need simple knowledge in mathematics. Subtract from the highest point the lowest point (or (highest point integer) minus (lowest point integer)).&lt;br /&gt;
&lt;br /&gt;
'''Height offset.''' This option makes location go higher or lower relatively water surface.&lt;br /&gt;
&lt;br /&gt;
'''Detailed Heightmap area.''' This option makes cells of detailed heightmap (vertices begin to have smaller triangles within them) with their centre at (0;0). Size of detailed heightmap and its placement on location can be modified in according section.&lt;br /&gt;
&lt;br /&gt;
=== Textures ===&lt;br /&gt;
&amp;quot;Textures&amp;quot; category covers responsibilities of recovering base layer ground texture after deleting and creating a new heightmap, creating vertical textures (hill, mountain slopes, etc.), and other features, but the latter won't be discussed in this tutorial due to their unknown properties and functions.&lt;br /&gt;
&lt;br /&gt;
== Plugins and F3 ==&lt;br /&gt;
&lt;br /&gt;
=== Plugins ===&lt;br /&gt;
Plugins are already integrated into the editor and ready to use. In order to summon dialogue box with all plugins you have to press button F11 (be sure that you don’t move around location, or else box won’t appear).&lt;br /&gt;
&lt;br /&gt;
'''P.S.''' Due to plugin ‘(filter) Water surface geom’, which makes water to disappear, some people don’t know what to do and how to change it back. This also relates to plugins that are responsible for the ground (‘(filter) LandMesh’, ‘(filter) HeightMap’, Landscape).&lt;br /&gt;
&lt;br /&gt;
=== F3 Button ===&lt;br /&gt;
F3 button, when pressed, shows net made of triangles that tells how the landscape of location is changed. The first net shows landscape deformation without layers, another – with them.&lt;br /&gt;
&lt;br /&gt;
== Location's Ground ==&lt;br /&gt;
Location's ground is understood as landscape and layers as one whole thing.&lt;br /&gt;
&lt;br /&gt;
* Landscape precise interpretation depends on vertices amount and presence of detailed heightmap.&lt;br /&gt;
&lt;br /&gt;
* Layers make a location look better via, for instance, adding a layer for rivers' banks, a forest layer, a city layer, etc.&lt;br /&gt;
&lt;br /&gt;
Layers, as it is said earlier, are located in Location's Properties' category 'Script Parameters'. In category 'Script Parameters' layers can be created, deleted and used, obviously. There always must exist at least 1 layer since the very first layer defines how location's ground will look. Information, how to create area of second layer on top of the first one, is written in chapter 'Masks'.&lt;br /&gt;
&lt;br /&gt;
== Splines, Polygons and Objects ==&lt;br /&gt;
&lt;br /&gt;
=== Splines ===&lt;br /&gt;
Splines are actually curvatives that help make roads, borders, lampposts, fences, Czech hedgehogs, and more.&lt;br /&gt;
&lt;br /&gt;
Instruction how to make a spline.&lt;br /&gt;
&lt;br /&gt;
* Click the button that makes a spline;&lt;br /&gt;
&lt;br /&gt;
* Put some points that make whole spline;&lt;br /&gt;
&lt;br /&gt;
* Click Right Mouse Button to end spline creating;&lt;br /&gt;
&lt;br /&gt;
* Select spline, click button P and we’re in spline’s settings;&lt;br /&gt;
&lt;br /&gt;
* Choose whatever you need in ‘Spline asset class’.&lt;br /&gt;
&lt;br /&gt;
=== Polygons ===&lt;br /&gt;
Their name says it all. They action on certain area but not only on certain curvative like splines. Polygons cannot be used to lay texture of second layer on first layer but you can make an artificial pond or river, or town with it. Option ‘Border class asset’ behaves like splines: makes roads, borders, and more, but on polygon’s perimeter.&lt;br /&gt;
&lt;br /&gt;
Instruction how to make a polygon.&lt;br /&gt;
&lt;br /&gt;
* Click the button that makes a polygon;&lt;br /&gt;
* Put some points that make whole spline;&lt;br /&gt;
* Connect the last point with the first in order to form polygon;&lt;br /&gt;
* Confirm that you want to close it;&lt;br /&gt;
* Move to its settings (button P) and choose whatever you need in ‘Land asset class’ or ‘Border asset class’ (one of them can be left empty).&lt;br /&gt;
&lt;br /&gt;
=== Objects ===&lt;br /&gt;
In LE objects are almost all things that you can encounter in the game: tanks, planes, ships, buildings, trees, bushes, stones, and nonsense that has left after Halloween or Christmas, or another event. Objects are useful to place something as one unique thing rather than placing huge amount of things.&lt;br /&gt;
&lt;br /&gt;
'''P.S.''' Objects in Location Editor and units in Mission Editor are different things! Objects are like ‘decorations’ like M60 and T-62 tanks in Fulda, meanwhile units can move, attack, etc.&lt;br /&gt;
&lt;br /&gt;
Instruction how to make an object.&lt;br /&gt;
&lt;br /&gt;
* Click the button that makes an object;&lt;br /&gt;
* Choose what we want it would be;&lt;br /&gt;
* Place the object there where we need to.&lt;br /&gt;
&lt;br /&gt;
'''P.S.''' If you need a single object, after placing it click Right Mouse Button to stop placing the same object over and over.&lt;br /&gt;
&lt;br /&gt;
'''Warning.''' I do not recommend to place effects from ‘fx’ tab. Location Editor crashes every time when an fx object is attempted to be placed.&lt;br /&gt;
&lt;br /&gt;
== Masks ==&lt;br /&gt;
We shall start with that mask, in other words, is something that can be placed onto something, in this case a layer onto layer.&lt;br /&gt;
&lt;br /&gt;
All masks locate in 'Script Parameters' in every layer’s settings. I strongly don’t recommend to use existing masks since they are used already. In this case, you can create a new mask which can be named as you wish. New mask will present in every layer’s settings so there is no need to create tons of them.&lt;br /&gt;
&lt;br /&gt;
After creating a new mask, choose the layer you need, the new mask, click button ‘Props…’. You have to activate two options in there: ‘Write weight to DetTex’ and ‘Write weight to Land #1’. '''(*)'''&lt;br /&gt;
&lt;br /&gt;
Choose any of 4 brushes (Hill up mode, Hill down mode, Align mode, Smooth mode). Activate option ‘Show blue-white mask’ in ‘Script Parameters’ in order to see all the changes you have done with the new mask. Next, click button ‘Edit’ in that layer’s settings, what you want to build town, forest, or anything else with, and start to kind of 'paint'.&lt;br /&gt;
&lt;br /&gt;
When you are done, click button ‘Done’ in the layer’s settings and click another button ‘Generate color map’.&lt;br /&gt;
&lt;br /&gt;
'''(*)''' If you leave activated only parameter ‘Write weight to DetTex’, there will change only textures of the ground; If you leave activated only parameter ‘Write weight to Land #1’, there will appear only structures that the layer generates (if that layer even generates any structure).&lt;br /&gt;
&lt;br /&gt;
== Solution to 'I've created new heightmap but textures disappeared' ==&lt;br /&gt;
Say, you had deleted heightmap of Iwo Jima or anything else, and created a new one. But there is a giant absolutely black plateau. This happens because of ground texture (not layer) missing. Console says ‘HeightMap tile texture is missing!’.&lt;br /&gt;
&lt;br /&gt;
Move to category ‘Textures’, subcategory ‘Tile detail texture’ and put into ‘tex’ texture 'detail_ground'. It’s better to write it into search filter since you will search for it for ages.&lt;br /&gt;
&lt;br /&gt;
If the first layer in ‘Script Parameters’ exists and it has texture, close the editor, save all the changes, and open LE again.&lt;br /&gt;
&lt;br /&gt;
Voila, you have absolutely flat location now.&lt;br /&gt;
&lt;br /&gt;
== Location Export into the Game and Test Drive ==&lt;br /&gt;
You have created a location and you wish to play on it.&lt;br /&gt;
&lt;br /&gt;
For the first step, find in the left upper corner button ‘Project’, click ‘Export to game (PC format)’, click everywhere ‘OK’.&lt;br /&gt;
&lt;br /&gt;
Then you need to save '''.bin''' file in folder WarThunder/content/pkg_local/levels. Follow into the folder after saving '''.bin''' file as well.&lt;br /&gt;
&lt;br /&gt;
You can see that every '''.bin''' file has its neighbour '''.blk''' file with the exact name. '''.blk''' file is important so the game could know how big the location is, what’s properties of the location, etc. Without it, you can’t play on location.&lt;br /&gt;
&lt;br /&gt;
Copy one of present '''.blk''' files, rename it exactly after location’s name. Open the '''.blk''' file with Notepad or any text editor. We are interested only in coordinates. Change coordinates in rows ‘mapCoord0’ and ‘mapCoord1’ (also ‘tankMapCoord0’ and ‘tankMapCoord1’, if you want to ride tanks on location too) to coordinates of the most (negative; negative) point and the most (positive; positive) point.&lt;br /&gt;
&lt;br /&gt;
Coordinates represent two points in two-dimensional space that form kind of rectangle or, in this case, square, which borders are considered as location's borders. The first point always must be in (negative; negative) coordinates, and the second – in (positive; positive) coordinates.&lt;br /&gt;
&lt;br /&gt;
Back to editing '''.blk''' file, ‘mapCoord0’ and ‘tankMapCoord0’ require negative coordinates, whilst ‘mapCoord1’ and ‘tankMapCoord1’ – positive.&lt;br /&gt;
&lt;br /&gt;
We are done here. Next, open Mission Editor. Open your location that locates in content/pkg_local/levels. Create unit, choose tank/plane, add it into team A. The most important part is you have to open subcategory ‘mission’ in category 'Mission Settings' and change ‘level’ to your location, or else you will spawn in the middle of Pacific ocean, since Mission Editor always by default sets it to 'levels/water.bin'.&lt;br /&gt;
&lt;br /&gt;
Save your mission, send it into ‘UserMissions’ folder. Launch War Thunder, find in the left upper corner category ‘Battles’, click ‘User Missions’, seek your mission and start it. If everything is done correctly, you will spawn on your location.&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Iwo_Jima_in_Location_Editor.jpg&amp;diff=193126</id>
		<title>File:Iwo Jima in Location Editor.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Iwo_Jima_in_Location_Editor.jpg&amp;diff=193126"/>
				<updated>2024-09-28T09:47:26Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Iwo Jima in Location Editor&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Panel_of_instruments_in_Location_Editor.png&amp;diff=193111</id>
		<title>File:Panel of instruments in Location Editor.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Panel_of_instruments_in_Location_Editor.png&amp;diff=193111"/>
				<updated>2024-09-28T06:22:48Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Panel of instruments in Location Editor&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Guide_to_edit_movement_speed.png&amp;diff=193110</id>
		<title>File:Guide to edit movement speed.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Guide_to_edit_movement_speed.png&amp;diff=193110"/>
				<updated>2024-09-28T06:06:01Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Guide to edit movement speed&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Movement_types.png&amp;diff=193108</id>
		<title>File:Movement types.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Movement_types.png&amp;diff=193108"/>
				<updated>2024-09-28T06:00:02Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Special movement types in Location Editor&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Location_Editor._Part_I._Movement_II.png&amp;diff=193090</id>
		<title>File:Location Editor. Part I. Movement II.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Location_Editor._Part_I._Movement_II.png&amp;diff=193090"/>
				<updated>2024-09-27T16:34:03Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Manual to edit camera's speed in LE&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Location_Editor._Part_I._Movement_section_I.png&amp;diff=193089</id>
		<title>File:Location Editor. Part I. Movement section I.png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Location_Editor._Part_I._Movement_section_I.png&amp;diff=193089"/>
				<updated>2024-09-27T16:33:19Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Manual to edit camera's speed in LE&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Location_Editor._Part_I._Iwojima.jpg&amp;diff=193088</id>
		<title>File:Location Editor. Part I. Iwojima.jpg</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Location_Editor._Part_I._Iwojima.jpg&amp;diff=193088"/>
				<updated>2024-09-27T16:27:54Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Iwojima in Location Editor&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	<entry>
		<id>https://old-wiki.warthunder.com/index.php?title=File:Location_Editor._Part_I._Start_dialogue_box..png&amp;diff=193087</id>
		<title>File:Location Editor. Part I. Start dialogue box..png</title>
		<link rel="alternate" type="text/html" href="https://old-wiki.warthunder.com/index.php?title=File:Location_Editor._Part_I._Start_dialogue_box..png&amp;diff=193087"/>
				<updated>2024-09-27T16:25:57Z</updated>
		
		<summary type="html">&lt;p&gt;U96530932: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Picture of dialogue box that shows up while opening Location Editor&lt;/div&gt;</summary>
		<author><name>U96530932</name></author>	</entry>

	</feed>