
What's the point of dedicated AT missile if it gets hard countered by MBTs
On BDF side AT-145 is pretty much useless, 3 MBTs are able to stop entire volleys of 145s

On BDF side AT-145 is pretty much useless, 3 MBTs are able to stop entire volleys of 145s
In other words, until voice chat is built in to the game, would you use it outside the game via options below? Trying to decide if I should add voice chat options to my servers.
Schizophrenia or real?
For a long time I've played the game, I heard g-pulling isn't viable or WORKING which is partially right.
Although I found out you can pull a crazy amount of Gs by just pulling, rolling and yawing in the same direction. In the end you kind of spin on yourself, think of the Kvochur bell spin.
I tried it in specific contexts (no countermeasures left, mid speed, short distance) and I could actually avoid one IR missile.
Mysteriously the rare time I do it, it works and it's pretty life saver.
Was I insane or g-pulling is actually possible?
Disclaimer: This post is intended as a means of outreach to already active players of both games. It is not intended to promote WT to NO players or anything of the sort.
Do you play War Thunder alongside Nuclear Option?
I know some people do, so if you want to show your association with NO while outside of NO, join PALA (WT edition)!
PALA is intended to, in line with Nuclear Option's setting and content, be a top-tier air squadron. However, until a certain number of members is met, the squadron is set to auto-accept for all, meaning you may join at any level, and remain indefinitely so long activity is met. Upon reaching a desired player count, the auto-accept conditions will be adjusted to require a Rank IX aircraft, with possible openings for Rank VIII ground and Rank V navy as well, to cover those representing PALAN and our courageous ground forces. (Applications will still be reviewed on a case-by-case basis)
This is a casual squadron with the main goal of passively earning Squadron Vehicles. The only requirement is at least semi-active play (your squadron activity must not be 0 - that is - at least one game every 30 days). Discord participation is not required - it only serves as a discussion/meetup point and provides the benefit of getting reminded should your activity fall below the required threshold to remain a member.
We also play Sim!
For more information, comment or join the most barebones Discord server out there, if you please.
^(Sadly, Primeva Armed Liberation Alliance just happens to be 33 characters long [limit for squadron names is 32]. After a long while of considering various options [like misspelling Aliance or cutting a space somewhere] I've settled on Primeva Armed Liberation Forces.)
good luck doing this in a cricket lmao
ig with the ventral turret you could try but it would be a lot harder
I'm trying to make a mission but the bombers keep ejecting for no apparent reason
I was thinking of taking Heartland's vanilla Escalation mode, putting a disabled neutral carrier in the center of the map in the water. Each team is trying to cap it and hold it for X minutes to win. The other team can re-cap and start a victory timer for themselves, etc.
Thinking of 6v6, no ARH. Not sure how economy would work out if people aren't farming ground targets for cash. Maybe reduce kill rewards but increase sortie payouts to discourage people from simply ramming helos as they cap.
Sinking the carrier would probably be a loss for both sides. I don't know how you prevent griefing in this mode though because you can't make units indestructible afaik. I guess you could scrap this loss requirement and just make it a small floating helipad or something instead but that's kind of lame.
I have had nuclear option back in February and was thinking about getting it again for mu birthday but the last time i played i was lon low graphics and my game must have ran out of memory on low i have 16gb of ddr5 ram with a laptop rtx4050gpu and 12 gen i tell core i7 so i should have enough dont know why i kept crashing and i know its a ram issue because iv had games in the pasr were if it uses to much ram it basically blacks out my second screen and mess up only to fix it with restarted it and then i would lower the ram and it would be fine hopefully this makes sense
As for the title, I made this il cad with a friend in like 2020 because I was bored, but I think some of them are actually good and would fit NO.
I never given any of this horrors a name.
Also a friend asked for my take on a "negative wing F-14" and I went through too many iterations.
It’d help counter the end game non stop missile spam if a shoot down or crash meant starting with a new rank 0 pilot. Maybe there’s also a system to get that high ranking pilot back if a helicopter goes and rescue them?
Right now once you get to rank 3 or 4 you get to a state of near invulnerability. Just requisition a new plan and 50 mill will get you every single armament under the sun
Ok so I have a full HOTAS setup. I have mapped Custom Axis 1 to an analog throttle and disabled flight assist, and confirmed that's working. So I have full control of the angle of the engines.
I also have the actual throttle mapped to a separate analog throttle, and that works amazingly when flying jets.
The problem is, the Tarantula seems to have a mind of its own with thrust.
If I put the wing angle pointing down and go full throttle I go up super quick and I can hear the engines going at full power. All exactly as expected.
HOWEVER! If I tilt the engines forward and leave the throttle at full, I hear the engines throttle down and I start quickly losing speed. So SOMETHING is automatically throttling the engines, but flight assist is off and the throttle input is at 100%.
What am I missing here? How do I get this thing to actually obey my commands!?
I feel like I'm fighting the auto pilot and the autopilot is winning.
I've tried flying it in flight assist mode so I know it CAN go forward. But then it becomes impossible to land because the autopilot doesn't seem to understand the concept of "stop." So I need control of the tilt to be able to fly this but when I take control of the tilt it decides I don't have control over the throttle?
I'm... just a little bit miffed. Can you tell? 😅
Rank 0 Scout & Attack Helicopter
KNOCK EM OUT! The RAH-72 Knockout is a twin-turbine, single-seater rank 0 scout and attack helicopter, designed to take on enemy tank formations from long range. It features phenomenal optical sensors, passive radar detection and internal weapon bays to reduce drag. It has a monstrous power to weight ratio, is highly agile, and can also can accommodate a 30mm cannon from its right weapon bay for Ka-50 gaming.
Features:
Rank 0 scout helicopter at 14M cost,
370km/h top speed,
Coaxial rotor design,
Six weapon stations,
72 flares,
No inbuilt jammer or ECM, but can carry externally,
Full fidelity model, cockpit and damage model!,
Soundtrack: RAH-72 Knockout / Knock Em Out by DrVoodoo!,
Download here!
https://github.com/Aryx3D/Aryx-RAH-72-Knockout/releases/latest
The shipyard
https://discord.gg/UmJsVt49zj
Credits:
Aryx - Mod, model and implementation
DrVoodoo - Soundtrack
Cottonwood - Bitched so much about the Chicane being too fat it gave me the idea to make this mod to begin with. (edited)Wednesday, May 20, 2026 10:04 AM
Demotivation is real ):
“OUT OF ARC” is often incorrect when it comes to weapons. Broadly speaking, most weapons can be fired at targets that are within the 180 degrees in front of your aircraft. Even more-so for the Scythe, which can literally hit targets behind you.
The above also applies to “TOO CLOSE”, except for the Scimitar. This can be taken as more of a suggestion, as some weapons might not be able to turn if you’re going too fast, but they are still very capable of hitting.
It will count as a successful sortie NO MATTER WHAT as long as the pilot is alive. It will also not count as a death.
You don’t have to taxie to have a successful takeoff. It’s fine if you want to LARP, but most aircraft (except the Darkreach) can take off from taxiways if you are in a hurry or just can’t be arsed.
You can land at >500 km/h. See tip 3, but also the “RAISE GEAR” can be completely ignored from my experience.
MCM (missile-counter-missile) is a VERY viable strategy. Every AAM can be used to shoot down incoming munitions to some extent, with the Scythe, S3 and S2 being the most consistent with it.
TBMs (ballistic missiles) can be very easily intercepted with Scythes or S3’s during their terminal phase.
Bought the game a couple of days ago — still trying to improve at missile evasion. This time I saw the opportunity to land a nice clip, and... the delicious Revoker's maneuvrability allowed me to land this thingy.