Bug report: regarding black night Iron Fist APS do not block certain APFSDS

Starting from yesterday the black night active protection system no long work for any apfsds that travels faster than 1750m/s. Noticed during the first few matches where it can block all American, German and Russian apfsds. However it was constantly failing to block French APFSDS. After testing in customs battle, here is the result, the iron fist aps no longer can block APFSDS that travel faster than 1750m/s regardless the distance between the shooter and aps. We tested all top tier shells also with object 292 APFSDS. The iron fist were not able to block French, Japanese and Chinese shells due to the speed. I understand that the faster the shells travel, the harder it would get for aps to block, however at a distance at 1km surely aps will work. Please fix this bug or issue asap, thx a lot.

Here is video evidence:
French: Untitled - Clipped War Thunder with Medal.tv
Untitled - Clipped War Thunder with Medal.tv
Japanese: Untitled - Clipped War Thunder with Medal.tv

Those videos doesn’t really show things well enough to say anything. Both the ones from protection analysis doesn’t show if the APS ammo has been depleted and the one from in match it looks like the commanders periscope is blocking the view for the APS launcher so that it can’t fire the countermeasure at the projectile.

Look at the distance of shots, and the Japan video also shows quite well the issue, before the type 10 shots me u can also see I have successfully blocked dm53 therefore it should not be a issue for my position.

In the Japanese video your left launcher is out of ammo, the shot comes on the left side and the right launcher is blocked by the commander periscope.

Sorry reframing the issue, it’s more like the aps does not react at all

Because it can’t, it can’t fire countermeasures through the commander periscope.

Alr I will refilm all evidences tonight, however if u willing to test as well pls feel free to do so

A WT streamer i watch tested it yesterday, the testing starts at 1:15:00: ( Twitch )

I see, however I will still redo the test, as I said I am very sure it depends on the shells specifically speed of the shells.

To some degree yes, the maximum speed of the projectile it can stop is 1700m/s.

I guess, but it used to be able to block them, don not if they nerf it

I don’t know if they have made any recent changes.

There are several darts at top tier that are faster than 1700m/s so at that point it also depends on distance as the shell has to slow down enough for the APS to be able to detect it and react in time.

Distance no longer matters, we tried 3km in red desert, still one shot. So that I don know if it’s a bug.

Maybe shell velocity don change in long distance anymore fore those 3 APFSDS? I mean yesterday night France was very op in all battles I have played. Saw one of them penetrate a t90m turret.

There might still be some bug, i don’t know. But for what you showed in the videos above nothing can really be said.

But if you do find something that is wrong then you can bug report it here (just search a bit first so that you don’t report something that is already reported and known about): (Gaijin.net // Issues)

A guide on how to report bugs can be found here: ([Navigation] Technical Knowledge Base | War Thunder Wiki)

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