War Thunder – Section one: Basics + takeoff and staying in the air BR 7.0/7.7

War Thunder – Section one: Basics + takeoff and staying in the air BR 7.0/7.7 3 - steamlists.com
War Thunder – Section one: Basics + takeoff and staying in the air BR 7.0/7.7 3 - steamlists.com

Welcome, and we hope you find our War Thunder – Section one: Basics + takeoff and staying in the air BR 7.0/7.7 Guide to be useful.

The most comprehensive free-to-play, cross-platform MMO military game, War Thunder is focused on aviation, armored vehicles, and naval boats from the early 20th century to the most cutting-edge modern fighting units. Now, you can participate in significant air, sea, and land combat.

Section one, The basics, taking off and making sure you remain in the air during take-off (BR 7.0/7.7 7.7

So, you’ve reached jet age and find it challenging to score kills and grind effectively?

I’ll attempt to give you the basics to the best of my ability, (don’t worry ill try to keep it brief.)

First, let’s look at some cautions

Your experiences probably have taught you that an altitude advantage is the most important factor. This is still the case for early jets somewhat. Early jets are very underpowered, even when compared to the props from the post-war and late war that you’ll find at BR 5.7/6.7 and particularly compared with the more modern jets.

The basics

As you take off, you’ll notice that you don’t have the speed or energy to take off straight.

early jets are very bad at accelerating so be careful on take-off and don’t pull your flaps up too early and pull your gears in as quickly as you’re at least 50 meters (about 164 feet) above the ground. You can tell if you have enough energy by looking in the cockpit simulation (can be accessed by pressing F4 –

War Thunder - Section one: Basics + takeoff and staying in the air BR 7.0/7.7 - Section one, The basics, taking off and making sure you stay in the air on take-off (BR 7.0/7.7) - 861371C

Here you can view the virtual cockpit screen. Each stripe is a 5deg angle of elevation as you can see on the flightpath indicator (as ill be calling it for this guide) it goes about 5deg below where my nose is pointing.

Make sure that you keep it above 0deg at takeoff (represented by the 2 parallel lines in the middle of the virtual cockpit) when you’ve reached 300 km/h (186 mph) lower your flaps and raise your nose to make up for the loss of lift and slowly lower your nose as you gain more and more speed.

War Thunder - Section one: Basics + takeoff and staying in the air BR 7.0/7.7 - Section one, The basics, taking off and making sure you stay in the air on take-off (BR 7.0/7.7) - C6F9530

You could see the flight direction indicator as I gained speed and pulled my flaps higher.

You can now climb speed and altitude by with a technique known as “zoom climb”.

This technique is about speed. It can be used to gain elevation, level out, increase speed, and eventually reach the desired altitude. Then , you’ll be able to use your energy advantage to beat other players who prefer to fly low.

I hope you found the War Thunder – Section one: Basics + takeoff and staying in the air BR 7.0/7.7 to be interesting. If you see any errors or have recommendations for improving the content, please let us know in the comments box below, and we will do our best to resolve them as soon as possible. Don’t worry, and have a wonderful day A big thank you to 『Haloskillplayer』 for his post that inspired this guide. If you liked this post, you should check back regularly because we publish new information every day.


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