Inaccurate and annoying volumetric model

This is less of a “This is an issue that I am calling out” and more “I’m having problems and want to see your solutions for them”. The title is kinda self explanatory. The volumetric armor model has been known for YEARS to be extremely inaccurate and constantly get people killed, non pen shots, do all sorts of weird stuff. After encountering a couple especially annoying incident when I volumetriced a shell from the Jagtiger, literally a compressed Maus cannon, on the barrel of a PT-76B with it doing nothing, I’ve started wondering “how would the community, especially veteran players with more game time than me, fix this issue?”. The two simple problems I’ve noted most: 1: Shells randomly despawning or doing minimal damage on heavy side skirts, certain angles on barrels, and specific spots on curved mantlets, mostly russian. 2: The arcade pen indicator showing green, but actually doing nothing. I sometimes play arcade to refresh my memory of weakspots and stuff, help spot vehicles better, that sort of thing, and I frequently notice, I badly disable an enemy, so pretty normal, and I line up another shot where his ammo should be or the remaining crew members, the pen indicator is green, he literally can’t move so nothing’s changing, I shoot, and it just completely despawns and does nothing on a shot that in the protection map should wipe out the entire tank. Anybody have particular advice on how to avoid this, knowledge of what’s happening, and, hopefully, a potential solution or bug patch to remedy it?

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Volumetric armor is weaker on average due to no longer having over-lapping plates to cause high-thickness parts of armor.
If you’re getting non-pens… congrats on bouncing off weaker armor.

Not an issue with volumetric. Barrels are jusr buggy. Even before volumetric was a thing, they had issues.

Not volumetric armor. Its thr game not being able to properly calculate the round hitting 2 plates. They need a better penetration calculator.

Not entirely sure what you are saying here. The shell despawning is desync. The guns also have bullet spread so the round isnt going to hit exactly were you are aimed at

Generally, they need better simulations to stop the jank from the spaghetti code

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The issues all have issues because volumetric acts as the penetration calculator, it’s meant to more accurately represent armor angles and collisions. Barrels have always been buggy, yes, but the addition of volumetric drastically worsened this. And the volumetric model is what handles multi-plate collisions. Just go look at The Bean Turtles series or weird volumetric spots on youtube and you’ll see what I mean. And what I mean on the third count is I fire a shot, it lands, does absolutely nothing, I then take it to protection map, hit same angle, same range, and it wipes out the entire thing. I’ll give a little room for latency but I have 2.5 gig internet and with how much this happens it is either a bad armor model or Gaijin really needs to get better internet on their servers.

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One way to make things slightly better would be if only the penetrator of a shell was “physically” modelled . So there would be less of a chance of hitting multiple plates and whatnot.

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True, in cases like APCR, SABOT, and BC rounds have the parts like the ballistics cap or case not do anything to the armor would help somewhat.

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Yeah you can one tap the Maus with the 75 shermans HE round don’t ask me how but yeah it’s not just spots where you can’t pen but also places where you shouldn’t be able to or can.

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The barrel were bot really changed on the vehicles with the volumetric armor.

If anything, the volumetric armor removes some of that. The non-volumetric armor is mutliple plates glued together while the volumetric armor turns it into one.

One of biggest issues is that we have volumetric rounds interacting with non-volumetric armor. The mixed systems works poorly.

Kind of a mix of slight differences due to latency and protection analysis being bad.

Volumetric added a ton of different ways it calculated armor, and while it didn’t change barrels directly, it meant that sometimes it looks at it like half a meter of armor when realistically it would glance off to the side into the mantlet.

No? Volumetric was intentionally designed to handle more complex calculations than just a straight pen indicator, and it works sometimes, but especially in the cases of stuff like oscillating turrets if gets multiple plates as you said, bound together as one and that makes it worse because the previous model would sometimes only calculate for the thickness of one, whereas volumetric will force it through all of the armor, regardless of if it just barely scrapes the engine deck or whatever.

That was my entire point, I don’t get high latency on my end, and protection map is probably the most functional thing in the game, so either Gaijin has lag problems that it’s their responsibility to fix, volumetric (more likely), or, if protection map is not working correctly, again, that’s a problem that they need to fix.