not really, inert rounds are modelled and do nothing when struck
before:
after:
actually managed to fire off two atgms at him lmao
replay link
https://warthunder.com/ru/tournament/replay/411278066741080414
it happened around 6:30
The damage model is so random it’s absurd. Had a game a few days ago where I hit a YAG10 milk truck in the rear ammo box TWICE perfectly with PZIV APHE (I was out of HE) with him completely side on to me, and neither hit did anything but pass straight through, almost like ghost shells. That sort of hit on a YAG10 or FLAK88 is almost always an instakill with the ammo exploding. The inconsistency of the hit results in this game can be infuriating. Especially when you put in the hard work to gain a good position of advantage against an enemy (who in this case didn’t even know I was there until after the second shot) and this happens and YOU end up get one-shotted after having done everything right.
That’s exactly my issue with the game currently. Skill is mitiagted by broken code and RNG.
Used a very situational tank to get to that one spot you can use ? Great, however take some volumetric bs or some unexplosive shells and there, you’re dead.
Why would i continue playing if skill becomes more and more useless ?
yet another one

is there a way to get this abhorrent “feature” out of the game? should anyone report it as a bug?
tbh i don’t think this thread will get any traction enough to make gaijin notice…
people would rather discuss THIS lmao
Threads never make anything change lol, only steam review bombing.
The game is dead lads, it’s WoT bis mixed with CoD
I wonder how large the “this vehicle should be in the USSR” wishlist gets with vehicles not even from the USSR
yet another case
yet again “боеукладка” means “ammo rack”
so, my findings about ammoracking are:
-blacked out ammo is not a guaranteed kill
-the chance is calculated per ammo piece hit, so SPAA and IFV’s are more likely to survive ammoracking
-when the non-explosion happens - the hit window shows an “ammo rack” message
-red ammo CAN kill, the chance seems lower, but it is there
-blacking out ammo simply disappears from the vehicle, disappearing from the ammo pool in the process (duh)
-inert two-piece ammo (like in british tanks) works as it should - it wont explode
-this game is BS and GRB is a hellhole
but the worst part is… NOBODY CARES! really telling of a community when NOBODY cares about the biggest damage model part being random!
honestly its quite eye-opening, gives a lot of food for thought
I agree the ammo hit situation is now a lottery ticket , as you said you can hit an SPAA or IFV ammo and still survive and on the other hand you can lose your tank due to a hit on the machinegun ammo …
bit of an addendum: if you see “ammo rack” in your hit window - congrats! you got the random chance non-exploding ammorack!
here is how it looks from a perspective of a player getting shot
careful, loud video xD
anotha one
As well as older vehicles that might have entire ammoracks modeled as one shell (used to be SMK at some point, i think was changed, some other vehicles probably have that still) or vehicles with smaller additional guns, ammo of which is just modeled as box: M6, T1E1’s, etc.
T-34 45mm turret tanking 15 92-130 penetration shots in a row from different sources like it’s nothing.
Sometimes the game feels rigged with every shell deviating towards some magical “hardspot”. I sometimes fire at something, switch the point of aim, fire and hit exact same, impenetrable spot 3-4 times in a row.
I wouldn’t be surprised if that was a result of something really fishy coded into the game.
did you know that every carousel autoloader in game has a bit of armor surrounding it? its not shown in xray, but its 100% there, eating spall and (rarely) blocking shots from time to time
you can actually take a look at it if you have an nvidia gpu
my point is, there is actually a lot of things hidden away/not easily seen by players, maybe that t34 has something in it, a small surprise left by Yudintsev brothers :)
Generally, T-34 have a lot of hardspots that are 100% result of unrealistic shell behaviour + volumetric. Gaijin went with volumetric without implementing realistic penetration mechanics, so shell is happy to move along armor plate despite there being thin air to the side. IRL shells get deflected in the direction where there’s less resistance. In WT they happily plow through a thin armor plate parallel to their path. This way 45mm T-34 turret can stop Jagdtiger’s shell. IRL the shell would get deflected by a few degrees to the side (shell following path of less resistanc) and absolutely wreck the turret with most of its penetrating ability intact.
But in WT it’ll move along the plate if you hit a 90-degree bent part of the mantlet and eventually stop without doing anything.
I mean, this also applies to Panther’s side where you hit the sponson bottom armor, and your AP shell decides to follow it till it stops, instead of getting deflected slightly downwards and penetrate the side armor.
i believe that penetration mechanics are so simple on purpose, i don’t think gaijin could actually make it realistic enough AND not buggy to all hell
but i really wonder why they went with straight up RNG when it comes to ammoracking… like its just not fun, there is no reason to have it this way
I mean, this is not some very complex idea.
Just like fixing 1000kg bombs getting stopped by turret armor of IS-3 - again, problem comes from explosion starting from a single point where the tip of the shell is in case of f.e. Sturmtiger and somewhere on the bomb).
If they movwd that point to 1/3 of projectiles diameter away from armor, it would solve 99% of cases of explosions magically not reaching top armor. I’m not asking for volumetric explosions starting from a cylindrical shape, just to move the point. And Gaijin knows perfectly it would fix the problem, but why the hell bother, if I am one of few people actually noticing there’s a problem? Everyone else just shrugs and continues consuming The Product.


