Japan's phantom multi-turret heavy tank Oi vehicle

Quality of the turret compared to the fore ground looks inconsistent…

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That could be due to a few things, like focus. But i am also a bit sceptical in terms of that pic.

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You did not get the problem here - I’m not talking about figuring out the range you’re shooting at. When you have your view set to the sights of gun #1 and the gun #2 is following it, by the same angles/direction, but those guns have different calibres, even if you set different buttons to shot gun #1 and gun #2 separately, the gun #2 being different caliber will shoot at different point at the set distance that you’re aiming with aperture of gun #1.
You can jump between the views of those two guns, but on top of it being annoying micromanagement, if you’re shot and you lose the crew of the gun #2 while you’re sitting in it, the crew from gun #1 will go into this one because you’re sitting in this gun #2 gun sight.

Go into M3 Lee/SMG/T-35 and check what will happen with the smaller round when you aim with the main sights at something like 600 meters range. And also check what happens if you set sight distance control and swap between the guns/sights - you will see those two guns sighs being set to different sight distance control offset.

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This seems to be fake URL (Japanese)
https://twitter.com/orz47329448/status/1389786433762725890?t=a6CKgRqhUzsqKbrlAew5zw&s=19

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The dude post 3. Also do understand that photography can make something look very fake. Especially at angles.

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The M3 Lee is honestly a good example for a problem that quite a view multigunned tanks have but the O-I doesn’t, having the low velocity gun in the hull and the high velocity gun on top, meaning the paths of the shells are already off from the beginning and the different velocitys only make it worse. Having the somewhat low velocity gun (540m/s isn’t THAT bad) on top means the path of the shells would intersect at probably something like 200-400 meters, making it way more usefull, even when they won’t work well together at longer ranges (the 47mm wouldn`t be very effective at such BR at long range regardless). Other multigunned tanks that have the low velocity gun on top mostly have absolutely atrocious velocity making them only usefull point blank. Having two fast fireing backup guns would also help protecting you in close quarters while waiting for the long reload.

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Why should the trajectories intersect though at specific distance? In M6 heavy, Nb.Fz and Maus it makes sense because they have two guns fixed together on the same mantle.

From my perspective it actually makes more sense for M3 to have lower velocity gun in the hull because it means you should be able to lob the shell over obstacles like you’re doing it with sturmpanzer and brummbar. So When your main gun is the top turret, it’s less likely that you’ll hit ground/some obstacle that is not directly in the line of sight of the lower caliber turret gun. But that is as long as the gun in the hull would be pointing at the same point with the same sight distance offset as the main gun in the turret.

Also if it was true what you’re saying, then SMK and T-35 would be really good close-combat brawlers, and they aren’t to be honest, because due to additional turret weights they have weaker armour than their standard counterparts and more ammo scattered around, which effectively makes them easier to kill off quickly. It would make sense for them to keep enemies at medium-to-longer ranges like battleships by shooting a lot of rounds again and again, and not let others get close to them.

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Type 96 15cm howitzer, main gun of the O-I.

These men reloaded the gun in less than 10 seconds, not bad for a gun this size.

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That gun seems nice. Almost same muzzle velocity as KV-2, but the shells are lighter, which could mean they are bit weaker. Then again the fire rate could be faster thanks to them and roomier turret. Hard to guess how good the APHE would be.

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Since we know it has an mv of 1640ft/s (500m/s), and we know from aizenn’s suggestion that it’s a 35.88kg projectile with a 2.510 kg bursting charge, we get the following penetration performance:

https://web.archive.org/web/20121224010430/https://usacac.army.mil/cac2/cgsc/carl/wwIIspec/number34.pdf

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gaijin-please-t-100z-a-multi-turreted-tank-with-a-kv-2-gun-v0-h2y2kxv7yrv91.jpg.726b7068f4696d12f7ed8c5a8a09fb06

I wanted to see him in the game 😈

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Type 96 15cm didn’t have a HEAT shell?

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I have only read that the 4th year 15cm howitzer had a HEAT shell. However, while TM-1985-5 lacks any mention of it directly, it also states that howitzer projectiles appear to be interchangeable within themselves (but not with the guns). On that condition, if one can find the 4th year 15cm HEAT, they could probably infer specifications, although fired at a higher velocity and consequently spinning faster, it would likely perform worse out of the Type 96.

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I found a manual that speculated that the Model 4’s rounds could be used in the Type 96 howitzers as the above post said. These are the stats the manual provided for the Type 92 HE-round.
Type 92 HE pic
Type 92 HE stats
Charge weight in kilograms: 7.3 kg, TNT.

There’s also a smoke round, but those are always defaulted in the game to the same type so the stats wouldn’t matter. But it has it.

Source: https://www.paperlessarchives.com/FreeTitles/CatalogOfEnemyOrdnanceMateriel.pdf (.pdf page 216)
I’m still looking for another source that might hold some mention of the HEAT round. But so far a HE-round with 7.3 kg of TNT is going to turn most vehicles to dust with a decent hit. So it will be quite useful either way me thinks.

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No luck with the HEAT round. But I did find two 150mm APHE rounds that are compatible with the Type 96 Howitzer.

15-cm Armor-Piercing High-Explosive Projectile
Projectile Weight (filled): 44.54 kg
Filler Weight: 5.2 kg
Filler Type: Picric Acid (x1.1 TNTe)
Fuze: Type 88, base fuze.
Source: TM 9-1985-5; 15-cm (150-mm) Armor-Piercing High-Explosive Projectile
In-Game Penetration (with 540 m/s muzzle velocity): 107.20 mm

Type 95 15-cm Armor-Piercing High-Explosive Projectile
Projectile Weight (filled): 36.1 kg
Filler Weight: 2.3 kg
Filler Type: TNT
Fuze: Type 95, base fuze.
Source: TM 9-1985-5; Type 95 15-cm (150-mm) Armor-Piercing High-Explosive Projectile
In-Game Penetration (with 540 m/s muzzle velocity): 92.35 mm

Not the strongest but it looks like it can outgun the KV-2 in both penetration and overpressure, which is quite impressive!

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The Japanese claim that the Type 96 howitzer shells could penetrate up to 180 mm of armor. And after the war, during tests, the Americans proved that the Type 1 bullet penetrated 101 mm of armor at a distance of 1000 yards.

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You also have to remember that War Thunder is a game and they can do anything to keep the balance

It should be! I used gaijin’s own penetration calculator :)

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I did some research on the OI tank a while ago and I can send you some links about it

https://combat1.sakura.ne.jp/OI.htm
https://forum.axishistory.com/viewtopic.php?t=220771

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This is the O-I? Turret shape looks different

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