AH i get why it failed then. The second plate that’s welded onto the centurions upper plate has a wacky angle there as it tapers into the towing eye. you fell victim to how angles work in WT
Maybe, still a bit stupid but heh, what isn’t in this damn game anyway.
The entire UFP gives me “penetration possibility is low” in the protection analysis (from about that angle at least). I think you just got unlucky.
Its still far less stupid than the volumetric most soviet vehicles recieve. the mk10 cent is really well armoured but consistent a lot of the time
maybe, still semi-pissed about it though cause I was on a good streak before that.
Volumetric would be less of a pain if the shells themselves could break themselves appart like irl so they would still pass through granted they have still enough energy to do so.
What pisses me off is the only reason that plate is so hard to pen is because it acts as spaced armor when it clearly isnt.
Nope. idk if it’s that common for them to be modelled, they aren’t on either Cent 10 or Strv 101
That’s easy, protection mapping is jank

The entire UFP gives me “penetration possibility is low” in the protection analysis (from about that angle at least). I think you just got unlucky.
I tried 10 shots from a similar angle and 1 shot got blocked, he got really unlucky. Could always aim for the LFP instead.

would be less of a pain if the shells themselves could break themselves appart like irl so they would still pass through granted they have still enough energy to do so
this is my main criticism of the “shell shatter” mechanic for APCR/ HVAP and APDS, its an issue not unique to those shell types and the fragments don’t just disappear and lose all energy, they would still fly into the target but with less efficiency. the amount of times I’ve mag dumped into the side of a BMP or something and nothing actually penetrated because of shell shatter when those fragments would still penetrate is astronomically high
When you find those issue, please attach the ReplayHit file to the specified replays, some times is a server issue and it should calculate a penetration but some times it just doesn’t or it’s the ammo that didn’t have penetration power enough.
With the ReplayHit file it will be possible to determine a answer without other +25 uncertain answers to the issue. It’s a pretty useful tool and you should use it too.
that wasnt shell shatter but an AWFUL shot. you shot a metre too low
How can I do that?
The ammo is right where I shot though. super low in the hull.
you shot too low so only a smidge of the spall cone tickled ammunition. aim to kill crew in the turret first shot
If you turn on automatically save replays, this data is saved in the root files inside the ReplayHit folder, with this players can analyse by themselves or you just record the analysys.
At the ‘Armor’ section in the hangar, open ‘Protection Analysis’ and then press ‘Open hit file’ of the specified replay, it will show all vehicles you hit or got hit by.
you shot too low so only a smidge of the spall cone tickled ammunition. aim to kill crew in the turret first shot
I understand but I always go for ammo if I can, especially on those light vehicles with commander fire control.
If you turn on automatically save replays, this data is saved in the root files inside the ReplayHit folder, with this players can analyse by themselves or you just record the analysys.
At the ‘Armor’ section in the hangar, open ‘Protection Analysis’ and then press ‘Open hit file’ of the specified replay, it will show all vehicles you hit or got hit by.
ok ty will do.
Edit, I put both files with corresponding videos.

I understand but I always go for ammo if I can, especially on those light vehicles with commander fire control.
I understand liking the bigger kaboom but a cripple shot first makes things much safer as they cant shoot back
True, but we clearly see the dart hitting lower hull before ricocheting for no reason at an odd angle, pretty sure I just got Gaijined, or serverside tells another story.

I’m at the height of the cannon lol…
That works if the shot was done at 20 meters distance in the match. It wasn’t.
Therefore, what you end up simulating is a shot as if you were 10 meters above the enemy tank.
It’s just geometry. The longer the distance, the closer to horizontal your camera should be. Even at 100 meters your camera’s position should be horizontal with the armor you’re hitting, that’s just what gives the most accurate results relative to the game.
This is also why I replied to @Necronomica saying that having “Consider camera vertical angle” is a bad thing. It makes the mapping “shots” come from the vertical position of your camera rather than horizontally, which makes it even more inaccurate than protection map already is for any shot that’s at a longer distance than 50 meters.