War Thunder
Air Realistic
War Thunder Air Realistic punishes people who turn forever. Hold energy, pick a pass, and extend. The merge is a math problem, not a movie dogfight.
Altitude is ammo you cannot buy
Climb on the way in. A faster, higher plane dictates when the fight starts. Low and slow planes become tickets for whoever still has speed.
If you dump all energy to chase a kill, you become the next kill. Count to three after a pass before you commit again.
Boom and zoom still works
Dive, fire a short burst, climb back. Spraying the whole belt in a turn fight overheats guns and bleeds speed.
Aim for the wing root or pilot, then leave. Following a smoker into the deck is how you eat the ground.
Team climbs beat hero dives
One teammate covering your six is worth two extra cannons. Call the bandit. Do not ignore the person diving on your climb.
For more game updates, guides, and related resources, you can also explore further notes.