Accurate fix to Solid shot ammunition is needed for the sanity of players

Should Gaijin fix solid shot to be accurate and less punishing to use?

Would you like to see this in-game?
  • Yes
  • No
0 voters

Yes you can say “aim for weakspots” or " get good" but put simply, a new player or an experienced one will suffer issues with the round, whether it be simply a panic shot, a mild miscalculation, just shell deviation, simply being gaijined or getting “unlucky”, everyone can and probably has suffered the joys of solid shot. This should be changed.

Solid shot is rather unique for facing APHE, which can one shot you or even overpressure you, with a round that often takes a few more to destroy a target. Disabling a tank may not even guarantee a kill in a situation where there are enemy team mates around as they can deal with you much quicker than you can deal with enemies consistently.

My proposal is not to make it the same as APHE, although Solid shot should generate more fragments than APHE does vs thicker armour. It is simply to accurately depict solid shot in the game which incidentally is also a huge buff generally. Which would make it a more consistent shell in terms of damage as opposed to straight up overpowered or equivalent of APHE. This would improve the experience of all players using it and at times the person being shot by solid shot so they don’t have to wait to eventually be destroyed

In short the fragmentation generated by solid shot is simply too low by roughly 4-8x or more depending on the shell itself splashing
the cones are too narrow but depends on shell type
and the damage done by each piece of shrapnel is generally too low as well though its hard to differentiate at times

For example the 6 Pounder solid shot should produce more fragmentation (in a more concentrated fashion) than this shell here
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That shell is 6 pounder APHE

The general data is as follows:

.303:

Spoiler

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It can be concluded that .303 can and will jam mechanisms with splash and can also in some cases also splash into crew compartments via gaps.

20mm Hispano:

Spoiler

The first shells to fragment are to the Lower Inlet Louvre where is caused fragments to hit the witness plate in a 20 x 12-inch area with numerous strikes on the radiator

On the filler cap it did a lot more by perforating the witness plate with the shell itself shattering and causing splash on the 7th bar. The perforations were done over an area of 2 feet and 6 inches x 1 foot and 6 inches, the largest single perforation was 2 inches x 5/8s inch

In several other cases the shell entered and shatter inside causing splash in all sorts of directions

LH Forward inlet produced fragments up to 1 ¼ inch x ½ inch and 1 inch x 1 inch, the shell itself shattered on the 4th bar.

Hull roof above engine adjacent air duct clamp produced a hole 1 ½ x ¾ x 1/4 inches deep and then perforated 3 inches x 1 inch
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QF 6 pounder gun:

Spoiler

The first shot to penetrate was one that ricochet down from the mantlet into the fighting compartment, it caused fragments to appear on the driver’s seat (driver killed) and the gearbox would have been very badly damaged, it’s also stated that other crew members likely would have been killed as well. The hole created was 7 ½ inches x 4 inches

A shot to the driver’s side hull at 30 degrees caused the driver to have been a casualty to fragmentation

Another side plate shot caused a hole 7 ½ inches x 3 inches x 2 inches deep and caused a bule on the other side

Two shells to the Lower hull side plate, one entered lower end of the hull and caused a fire but the damage afterwards is not visible, second shell went through the third bogie holing 3 ½ inch diameter, it passed rear of the co driver’s seat and hit the ammo stowage, the nose of the round was still present there and one of the stowed rounds (not full capacity) was damaged . The gear box was also damaged

Another shot to the lower hull side caused fragments to be launched towards the driver and co-driver and damaging the instrument panel

Shots to the turret sides now, one hit and tore out the turret shelf. A second shit hit 13 inches above the lowest part of the turret, it knocked out the gun, the oil was spilt everywhere, and all turret crew were casualties, this is a far cry to in game where only 1 turret crew is lost.

On the other side of the hull a shell penetrated one side ammo stowage and passed through damaging shells, it then passed through the fighting compartment into the ammo stowage on the other side of the tank, other rounds are not specified on the damage caused but measurements are given (will be included in the pictures)

Pictures will be included in a separate tab as it includes 17pr and 75mm

QF 17 Pounder Gun:

Spoiler

Shell to the lower hull side plate caused splits up to 27 inches and caused damage to the ammo stowage. Second shell hit the roof and caused fragments into the fighting compartment as well as part of the roof as big as 36 inches x 12 inches were thrown 15ft into the air. A third shell caused the ammo stowage to be completely perforated and shells destroyed, fragments also landed on both the driver and co-driver killing both and a fire would have resulted.

A shell to the turret front caused the shell to pass through, splash ended up an all of the rear wall and most if not, all turret crew are killed, the shell displaced the rear escape door by about 10 yards. Fragments the size of 4 ½ inch x 2 inches x 1 inch thick.

A shot to the final drive from the side sheered out the track entirely and destroyed the final drive, tank is immobilised.

Shot on the turret side caused the roof over the loader to sheer out over 14 inches and 2 inches deep and the cupola has hit the floor, damage is “normal”. Loader and commander killed, gunner also likely killed, and gun may be out of operation.

Shot to nose plate destroyed welds and likely killed both forward crew and other crew may be casualties. Metal as big as 5 inches x 4 ½ inches were shot through to the rear and broke up

Several shots to the front of the side superstructure, one round caused the pannier below to sheer and likely caused an ammo detonation or fire. Another shot passed through but caused a crack on the rear part of the tank spanning 6 feet 6 inches. A shell caused part of the side plate, 25 inches x 20 inches to be shot into the tank and the shell also broke apart causing splash damage. Fragments also were shot into the tank, but sizes are unknown. Another shell also broke up after penetrating but caused a piece of metal the size of 5 inches x 4 inches to split into several pieces, likely causing severe damage to crew and stowage, this shot also created a hole in the plate 18 inches long. Another shell went straight through the vehicle with a 5 ½ inch x 3 ½ inch hole, it caused a 7 inches x 6 inches metal piece to be launched and become fragments.

None of the 75mm AP was solid shot

Images of 6pr, 17pr and 75mm:

Spoiler

Top half of this image is on about 6pr APDS
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F.V.R.D.E Report of Live fire against Churchills:

Spoiler

There is a lot of useless information found in here but there is 17pr APCBC
This trial shows Pictograms and percentages based on kill probability under different kill criterion

The different types of affects are defined as:

Kill Criterion A

  • A fire resulting in loss of all crew or loss of vehicle

  • all crew members killed

  • Mobility and gun destroyed

Kill Criterion B

  • Fire resulting in full loss of vehicle

  • All crew members killed

  • Mobility destroyed

  • Main armament out of action

Severe Damage

  • A fire that can be extinguished without the crew leaving the tank

  • Two, Three or 4 crew members lost

  • Mobility damaged but can still move with difficulty

  • Main armament damaged but can still fire at reduced rate of fire and accuracy

  • Two MGs lost

Slight damage

  • One crew lost

  • one MG out of action

  • Not assessable

Using this info and the overall tests they conclude that the APCBC has a 44% chance of Criterion A kill and 84% chance of Criterion B kill

The severe percentage is more complex and is different for High level and low-level overmatch

In game there is no fire that is fatal but not extinguishable and the vehicle is lost when there is one or less crew members besides the Strv 103 meaning the percentages will be higher than stated due to it

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Ballistic Trials vs Tiger II and Sherman:
The sources are now Swedish based, sorry
Note: For most swedish sources some fragments are counted as “sharp fragments” if they penetrate a 4cm wooden screen set 50cm behind the armour plate. Sharp Projectiles are considered capable of killing a person alone and able to do considerable damage to the machinery.
These are likely the detailed ones in the british reports as well due to the smaller fragments being very hard to track and count
Source on sharp fragments:

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Spoiler

Unfortunately, the only shells available are the 7.5cm PPRJ shots at strong angles (65 degrees) but it is stated at this angle roughly 18 “sharp fragments” are produced and roughly 2kg of total shrapnel is produced

This means that there was a lot more shrapnel than stated but would have to be clustered with other pieces to do any significant damage depending on the size. When replicated in game almost none or very few fragments have that kind of mass or energy to do that much damage alone
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We want Pprj m/41

These are the locations of the fragments in each shot taken
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It’s stated that it’s got very high fragmentation and the armour quality is seemingly higher than that of the Sherman which also had high fragmentation as well cracks

It is also stated that “The result with 7.5 cm pvkan m/43 seems to show that the fragmentation effect is greater with an armour piercing projectile (Solid shot) than armour piercing grenade (APHE)”

This is interesting in this case as it shows the splash of the shell is greater due to more material being available meaning there should be more fragments produced than APHE but not as widespread, fragments however do of course bounce but that is something missing from all shells in War Thunder and should be added.

Ballistic Trials against Strv 74 Turret:

Spoiler

Unfortunately, the only AP shell used is on the 20mm as the other two are APDS shells. This however is still not an issue.

20mm is as follows:

The 20mm tests are noted as Shot I: number

2mm of soft iron was used to determine the force of each fragment
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The angle of the fragments are roughly around 80 degrees horizontally and vertically from 14-40 degrees

However, one or more sent them at roughly 60 degrees

Several shots made it in and did some damage
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With the shrapnel there were often 1 large chunk which presumably is the main chunk of metal dislodged by the round

But the amount total varied from 17-30 pieces depending on angle and speed

The weights of the fragments are categorised into specific weight classes, image below:
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I:1 shot out >30 measurable fragments:

  • 1 “48g” = 33.4g;

  • 4 “6g” = 28g;

  • 8 “2g” = 15.g;

  • 17 “1g” = 15.5;

  • Unknown number of <0.5g fragments totalling 7.1g

I:4 shout out >3 measurable fragments:

  • 1 “48g” = 33.3g;

  • 1 “24g” = 24.6g;

  • 1 “6g” = 6.5g;

  • 1, but not stated, “1g” = 0.6g;

  • Unknown number of <0.5g fragments totalling 7.6g

I:6 shout out >28 measurable fragments:

  • 2 “24g” = 47g;

  • 1 “12g = 10.9g;

  • 2 “6g” = 10.8g;

  • 3 “3g” = 9.4g;

  • 3 “2g” = 5.7g;

  • 17 “1g” = 16.1g

  • Unknown number of <0.5g fragments totalling 2.1g

I:7 shout out >17 measurable fragments:

  • 1 “48g” = 39.9g;

  • 3 “6g” = 17.5g;

  • 3 “3g” = 9.5g;

  • 1 “2g” = 1.9g;

  • 9 “1g” = 8.1g;

  • Unknown number of <0.5g fragments totalling 6.5g

As seen above the amount of fragments produced that do damage is considerable for the size of the weapon and shell

A lot more fragments are produced here than in game with the amount being produced giving upwards of 45 individual pieces

This table shows the amount of “Sharp fragments” which is the amount considered to kill a person outright as stated in the previous report
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I: number is all we are interested in

As we can see 23 sharp splinters were produced for shot 1 which is roughly half the amount of fragments produced meaning it should cause significant damage

In game roughly 4 fragments are produced, and they do not spread anywhere. The damage caused by each individual hit is also insignificant comparatively

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This has shown that there is a lack of spread with the fragmentation, lack of fragments produced, and a great lack of damage caused by each individual fragment. This is on a low calibre weapon on a thin piece of armour

Overall, it shows that shells as a whole produce both huge and small fragments and cause considerable damage with each.


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I will add the proper panther trials in time as i will have to read through the actual document instead of “How to kill a panther”.

Overall Conclusion:

These trials have shown that compared to in game solid shot, no matter the calibre, are lacking fragments in terms of amount produced and the splash of shells overall, especially when the shell itself shatters inside of the tank. All shells are missing ricocheting fragments as well. The cones in which the shells produce the fragments are also greatly minimised and can sometimes depend on the angle and what vehicle is being shot at.

The number of fragments produced should be increased by at least 4x as the lowest amount produced and up to roughly 8x what is in game for the maximum based on all of these trials put together.

Fragments should also do slightly more damage with some being able to take out a crew member by themselves and do significant damage to other mechanisms.

The cone in which shrapnel is produced should also be increased so accommodate the number of fragments being produced and as these trials have shown the cone for even the 20mm is considerably too small compared to reality. The 57mm should cover most if not all of the Tiger 1s turret and the 17pr should cover majority of the hull of each of the tanks. Weapons should scale based on these parameters.

On thicker pieces solid shot should act very similar to APHE in game with the round itself causing more shrapnel than the armour itself, this is also called splash. The most significant difference is that it should happen either on entry or when the round attempts to exit and should shatter accordingly. However, in all cases the round still enters as it normally does in game or in some cases the performance is better than in game but within acceptable rates.

The rest however is down to the development team to decide, the RNG chances and how to deal with the different shrapnel

Sources:
Firing trials against a tiger I (reference link)
Firing trials against a panther (To be added in full)
Firing trials against sherman and Tiger II
Firing trials against Strv 74 turret

22 Likes

I got to 5.3 BR with the UK and my will to play them just took a nose dive.

I’m constantly uptiered vs Soviet 85mm, German 75/88mm and US 76/90mm guns with APHE rounds and it’s pure misery. At the early tiers the British tanks have a lot of pros to offset the lack of APHE like stabilisers, armour and speed. But at this BR? You get none of that along with the solid shit shot.

3 Likes

On the flip side it’s selective realism when it comes to ammo type flaws.

Gaijin are happy to implement shatter for APCR and APDS, but APHE never fails to fuse. The APHE detonations are ridiculous as well, going off like a grenade at time of detonation. HESH is a joke in game as well.

9 Likes

Im fine with AP getting a buff to damage.

However I will play devils advocate here:

All these affect APHE as well. AP isnt uniquelly affected.

2 Likes

but it does. Will it be an early fuze because additional armor/tracks/sideskirts or no fuze because armor too thin.

That is not what they mean. They are talking about irl where the round hits at a good spot but either the fuse was a dud or it breaks from the impact and fails to fuse.

3 Likes

But that is what is ingame. APDS shatters not because “it was a dud” but because math showed unpen. Same with APHE not or early exploding.

One of many types of failure, arguably an intended one at that. As the rounds needs to go through a certain amount of armour to detonate, that was the point.

Actual failures are not modelled.

1 Like

So… Are any other failures modeled?
rocket-propellled munition propellant or controls failures arent modelled, HE fuse failured arent modelled, ect ect.

Same “intended” failures are modelled muh for many sorts of munitions, nothing more.

Shatter isn’t an intended drawback. It’s physics. Something APHE ignores.

HESH isn’t modelled correctly either. Non-penetrations don’t scab, they don’t work like HE, and aren’t performing historically against slopped armour.

British testing found this:

  • Trials have proved conclusively that shot are some 200 yards better than shell in perforative performance.

  • The H.E content of enemy shell was always very small and is getting smaller with each new type that they produce.

  • The detonation of the shell inside the tank does no more damage than the entry of the solid shot. The forward velocity is so high and the lateral velocity of the fragments, due to the low capacity filling, so low that the cone of splinters has a small angle.

  • It appears that shell break up into fragments on hitting the thick tanks plates and never detonate properly.

  • A.P. shell would be useless against spaced armour or on tanks protected by being festooned with spare tracks as they so often are. The shell would be detonated before reaching the main armour plate.

Plus many other drawbacks.

1 Like

Hey i wish that were true, using the comet last night and it shattered on anything that wasnt flat RHA. failed to go through Pz4 and stug track armour and panther mantlet as it just failed

4 Likes

one of the reasons Britain did not go all in on APHE was the fact that the fuse would detonate upon contact with the armour instead of delayed or the fuse would not detonate at all
Similar to how APDS_Early fails to penetrate even the most basic of armour at times as the velocity on an angle caused a shatter

Id also like to add that i want to look into both APDS and APCR but i need to gather the sources and i would rather focus on one shell at a time and solid shot is the more common of the round types

Yes but you are by far more likely to be rewarded with APHE if you miss ever so slightly but still penetrate

I think the biggest problem is trying to balance realism versus playability. If this game was even remotely realistic then nobody would play it or battles would last forever as nobody would move.
Practically any damage to a tank is a kill, there is no fixing a gun barrel or engine in the active combat zone, a broken track is a maneuverability kill, any shot that penetrates is generally going to make a mess of the occupants, there is no room to drag people out of the way to take over their vacant position ( even if you had been trained), everybody gets out before it is hit again, catches on fire or explodes, no teleportation of crew members around the tank who seem invulnerable to any additional damage.
So we have to live with the unrealistic situation we have, where solid Armour piercing rounds are very effective, not as effective as rounds with explosive filler but in the real world they do the job just as well.
It is a not very enjoyable gaming experience where things are altered to make some sort of balance for vehicles, ammunition and other things, which often have specific roles which are not at all compatible with the games structure or game play.

1 Like

While at some BRs AP more often than not has higher pen to begin with (comparatively to APHE found at the same BR) and thus has easier time penning even with worse shot placement.

Best demonstrated on Cent Mk III and M48. Only one can pen the turret face of Tiger II serial production turret with standard ammo, without having to switch to specialized high pen shells.

Like dont get me wrong as I already stated im not against AP post pen but I just dont think arguing with player skill in this direction is sustainable.

Which is why this isnt a page on making it the same as APHE but a more consistent version of solid shot to give APHE its actual meaning and difference and make solid shot less of a pain to use

But with the worse shot placement you are likely also going to do nothing and with the 17pr etc there isnt much at 4.7 the APHE 76s cant pen
Yeah the M4A1 76 is 5.0 but the scariest “heavy” or armoured tanks dont really show up until 6.0 where the 76s can pen just as well as the 17pr unless at extreme ranges or angles but with the latter the spall from solid shot is basically nothing, you will damage maybe something to the orange standard

And for example a few of the in game screenshots in the original post show solid shot going in and not even detonating the ammo it is coming into contact with or a slight misplaced shot means only the commander dies and in return usually you die but with APHE you can hit the capola of a tank and kill it

3 Likes

Fair enough I suppose. Actually good enough argument that id personally open with that to let readers know.

Theres more leniency with bad shot placement with higher pen.

i partially did but i will edit it

i would disagree but would depend on the situation
generally though as you are fighting vehicles that arent covered in armour all the time its much easier to pull back an aphe misfortune but vs a heavier tank sure at times it can be beneficial to use the higher penning shell

But at the same time APHE gives opportunities for different shots like a capola shot or roof shot, like on the tiger or churchill, where solid shot would simply do very little or nothing.

1 Like

How so?

I can fire 5 solids into a tanks side and it doesnt boom

Well yes but.

Take 75mm Jumbo for example.

It needs to go for the cheesy spots against 5.7 tigers, whereas 17pndr will just banish the enemy crew straight to the shadow realm.

Sure, this is extreme example because T1E1 with 90mm or Jackson has both pen AND postpen.

This was more lime example to show my line of thought, its ultimately just nitpick at this point.

Better question is what is the enemy doing when you have time to reload 4 times and still live to tell the tale.