Eventually stop.
That’s why I’m saying have it like drain its hydraulic fluid over time for the auto loader, or something. Having it be crippled on minimal damage hits is super annoying.
Eventually stop.
That’s why I’m saying have it like drain its hydraulic fluid over time for the auto loader, or something. Having it be crippled on minimal damage hits is super annoying.
Then the solution is more detailed modeling, not an unrealistic degrading of reload time where it would just stop working if hit in a lot of the mechanism irl
Talking about how degrading reload time for damage on autoloaders doesn’t really work since if you hit an important part (which is most of it) it just won’t work
Game doesnt model it so it would be 6. Even if it had to model that it would be slightly faster than 6,5
Well, human loaders IRL also just won’t work if you hit an important part (most of them).
In real world crews leave after first penetration that damages something
Easier to protect a 3’x6’x3’ space than a giant autoloading mechanism that your crew has to sit on top of
That’s assuming they are standing too
Me: mimic’s warthunder a trailer with the turret-less panther ramming into the enemy
Depends. Because the mechanism is seated very low carousel-style autoloaders, the probability of hit is accordingly low in real-life combat conditions. A fuzzy memory, but I remember Soviet data showed most tanks were lost to explosion or burning of extra ammunition stored in the turret. In War Thunder players aim for weakspots like the LFP easily, but in real life shots are often approximately centre of mass.
I also saw that study awhile ago. After the removal of extra ammo outside of the auto loader, tanks stops violently exploding as often
Center of mass will still damage part of autoloaders and gun, not to mention the crew themselves at which point any advantage of the autoloader (there really isn’t any for old T-series ones) is gone
And what happens to low autoloaders when the tank hits a mine? No chance of survival that’s what
I’m pretty sure they have armor plates for that.
Additionally, most mines are ran over by the track.
M829A4 will cut through just about anything.
Can’t really argue the track thing, though a low to ground autoloader is still riskier
I don’t know enough about M829a4 but current T-90M (2022) upgrades with relict on the front of the track area, and general upgrades to the armor seem to be preforming well. I know m829a4 is “supposedly” equipped with an anti era tip, but how anti era are we talking?
Anti Kontact 1, 5?
Relict?
Blazer?
Malichite or whatever is on the T-14 Armata?
I’d be pretty confidant that it at least approximates the (IRL) level of anti-ERA performance that the TOW-2B has.
So basically unless it has panels with true multi-hit capability It’s worthless within ~2km or so, at very least.
Last time I checked m829a4 isn’t a top attack missile…?
Maybe @quartas121 can clarify that for me.
Nor does that T-72 have an any era to speak of.
It’s a mid 2010s round, better than A3 which basically negates k5, and makes kaktus much less effective, so id guess highly effective against relikt and helps with T-14 ERA
it isnt, but would be pretty cool if it was
How would it be effective against Relict? Relict debuted in 2015 on the T-90M, if its a 2010 round, that would mean it would reasonably only be effective against Kontact 5
Can it make me some spaghetti and meatballs at least?