Don’t bother with TNT equivalency, it’s no longer a significant parameter to determine damage in-game thanks to realshatter in it’s current state.
They have to change something in it’s code or server side in order to buff it if the plan is to keep it on the old formula.
If they send it to Realshatter, then they’d have to adjust the value in the code that determines the amount of fragments produced.
Cuz realshatter as it is needs tweaking for all guns. The part of the code called countportion that determines how many fragments are produced has a default value of 0.3, which is roughly 70% less fragments than we had pre-realshatter but with more damage.
The issue is that Gaijin uses that value for all aerial cannons, no matter what caliber or TNT equivalency.
So a 20mm cannon with 7g of TNT will basically have the same efficiency as a 30mm with 75g of TNT.
You can visualize it here:
20mm Hispano HEI - 9.28g TNT
Spoiler
30mm GSh-30-1 - 74.69g TNT
Spoiler
They need to realize that the guns need more fragments and spread to them, especially higher calibers.
I’ve been trying to report it to them without explicitly saying these values cuz they don’t accept datamined values on reports but it’s a tough battle.
Giving you another example, this is how a gun with 0.75 countportion would look like in terms of fragment amount & spread:
- Note that I was only able to thankfully visualize this cuz when Gaijin released the testing parameters for APHE months ago and when I checked the code I saw that it uses a higher value than all HE.
German APHE 7.8g TNT with realshatter at 0.75 countportion:
Spoiler
My suggestion is to make the default value for 20mm around 0.5 countportion, 0.6 for Mineshells, 0.8 for 30mm and all the way up to 1.0 (pre realshatter value) according to the caliber and TNT equivalency.
So that way TNT equivalency or atleast the caliber of the weapons can mean actually mean anything and have it’s advantages over lower caliber.