Optimising Landing Braking Distance (War Thunder)

While commenting on some random rookie Q/A I realised this information isn't exactly anywhere on the internet so I've created this page. This guide excludes the belly slide or the indestructible engine sliding technique used on some planes like the Kikka, Me262, R2Y2, F3D and so on. Also if you do that there's a bug with a chance to send you flipping through the air.

Considering how safe WT is to landing fast and how long the majority of airfields are for pre-jet aircraft. When you're especially lazy (which is why I always do these erratic landings) or being a plain idiot in a jet aircraft landing or when you need to land faster than the stall speed (due to low tail and the lack of tail skid physics in War Thunder - especially an issue in the russian MiG jets line) it is very easy to land too fast for the airstrip. However once you're on the ground and your normal straight-line distance could be a little too far, it's not all over. You optimise time to save a second or two so you can reload quicker which is especially important in late jet ranks (tiers) where you're fighting a zombie rush of B-29 bombers and can't afford to waste too much time on the ground, and you optimise braking distance to save your butt from falling off the edge of the airfield plateau "cliff" or crashing into whatever.

And thus:

Here are some techniques you can use to optimise your brake distance and/or time:

Gun Recoil

An instantaneous means but can cost you quite a bit in SL over time. A Mitsubishi T-2 pilot may sometimes choose not to use their cannons with custom belts at all in a sortie so they may save 2100SL on each sortie by not using them on landing too. Custom belts if Since about early 2019 Gaijin has fixed a bug so that if you for example have 6 guns with 1800 ammo (Sabre) and you fire off 900 rounds with 900 to spare, you save yourself 3 clips worth of ammo in your spendings. Use you guns only if you really need to or you are just plainly optimising your stopping distance or time or if you're using some spare ammo or your ammo is just so cheap that you don't care about it or it is free. It always rounds down so if you only have one clip just use it until the next division of your clip (so if you for example have 1152 rounds in the sabre, you may use it up until you reach at most 905 rounds). The only difference between optimising distance versus time is when you fire these guns. Fire the guns as soon as possible (even in the air if it doesn't upset your stability) to optimise distance and on the ground with the last bullets leaving your gun when you stop to optimise time.

Aerodynamic Drag

Usually this is isn't much once you're on the ground unless you're a tail wheeled aircraft. Note that some aircraft whose nose attitude lies nose-down relative to the horizon such as the F-86 Sabre may have a few different optimum drag flap settings. The Sabre in question for example, shouldn't be on the ground with combat flaps, and consequently It should also take-off with combat flaps because that minimises drag. Either have it on landing or no flap setting to optimise induced drag.

Types of aerodynamic drag:

Ground based Drag:

Basically whatever happens with the ground. Now unlike real life with the type of tires you fit onto aircraft, WT's landing gear physics aren't spectacular and maximum ground drag isn't necessarily mean running down the runway in a straight line. This actually comes to our benifit because it also cuts into our straight line distance when you turn.

 Optimising Braking Distance Angle: X axis: Speed (Km/Hr). Y axis: Angle from your movement vector versus your nose angle in Degrees

Other irrelevant limitations of landing gears (For airfield landings, some do matter for carriers) to keep in your head:

Because of the above limitations it is possible to land up to 270 knots/500kph in aircraft whose landing gear aerodynamic speed limits do not exceed that. However it becomes quite difficult. The maximum I've successfully attempted thus far is 250 knots within the distance limitation of a carrier (In the reverse direction!!!1!11):