War Thunder Squadron Points Calculator Here
[ f(x) = \begincases x & \textif 0 \le x \le 360 \ 360 + 0.5 \cdot (x - 360) & \textif 360 < x \le 720 \ 540 + 0.2 \cdot (x - 720) & \textif 720 < x \le 1500 \ 696 + 0.05 \cdot (x - 1500) & \textif 1500 < x \le 3000 \ 771 + 0 \cdot (x - 3000) & \textif x > 3000 \ (\texthard cap at 771 SP/day) \endcases ]
Derived via regression on 50+ days of tracked play. The slopes decrease to prevent infinite grinding. 3.2 Cycle Aggregation Personal raw SP for the cycle: war thunder squadron points calculator
Then apply and global activity coefficient ( G ) (Gaijin’s hidden server-side multiplier, typically 1.0 except during events): [ f(x) = \begincases x & \textif 0 \le x \le 360 \ 360 + 0
Solve ( \sum_d=1^3 f(\textAP d) = R \texttarget ) with constraint ( \textAP_d \le 3000 ) (practical limit). Assuming equal distribution for optimal time efficiency (proved via convexity of ( f )): If ( 696 < y \le 771 ), ( x = 1500 + (y - 696)/0
If ( y \le 360 ), ( x = y ). If ( 360 < y \le 540 ), ( x = 360 + (y - 360)/0.5 = 2y - 360 ). If ( 540 < y \le 696 ), ( x = 720 + (y - 540)/0.2 = 5y - 2700 ). If ( 696 < y \le 771 ), ( x = 1500 + (y - 696)/0.05 = 20y - 11400 ). If ( y > 771 ), impossible (daily cap).