Strv103 wrong reload speed

Not from what i have been able to find.

Screenshot 2025-07-27 182311

( Technology of tanks : Ogorkiewicz, Richard M : Free Download, Borrow, and Streaming : Internet Archive Page 263)

Both engines are connected to the same output geartrain, i think the diesel might have had an automatic variable transmission as an extra step in-between it and the geartrain but i’m not fully certain, i’ve also seen some images that i’m not sure if i can share. Either way it’s almost impossible to hit one thing without also hitting a lot of the rest of the components as well. Especially from the front.

Here is a video where they lift the entire powerpack out of the tank (timestamped to 9:30):
https://youtu.be/i0yLpP2LQwE?si=q5KOv65BT85-cQJl&t=570

At 11:37 he says “And these two engines, they are combined in the gearbox in front of both engines”

Yeah, I double checked some stuff and I read a shoddy translation and a source of dubious value. Indicated that it was separated to left and right hemispheres, but looked up a diagram and you’re definitely correct. Would not be the first time, won’t be the last.

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Happens to the best of us :)

systems missing/not working (and other things) from my view:

hullaim is not working, the 2 seperate engines as stated, three second reload, accurate velocity and penetration as stated, commander sight is missing its fcs strv103a strv103c, implemented clutchbrake maneuver system, commander copula rotation not working in 3rd person strv103a, fixed ribbed armor of the tanks strv103a strv103c, heat grating (fence) that would actually work against heat on strv103c (imagine), not dying to fire because you ran out of fpe (most bullshit and unrealistic thing on s-tank series yet), incorrect powerpack placement in strv103c (sits too low in tank),
modeled autoloader would be nice to see, wrong 3rd crewmember labeled as “loader” should be radio operator or driver instead, missing ability to lower ground clearance strv103a strv103c (not sure about zero series prototype)

might add more to the list if more comes to my mind

also, it would be really nice to see strv103b in the future, it they could group all the tanks (strv103a - 103c) in a folder, instead of the tanks being foldered with centurions now. and of course strv103D prototype as event vehicle, however theres little to no info on the tank and the only prototype made sits at arsenalen hidden from the public

This works for me, what issues are you having?

Sure.

Reload times are up to DEV’s discretion.

Sure, if sources can be found and provided then make a report :)

Do you mean the module in x-ray or the functionality? because the functionality and game mechanic is there.

I don’t know what this would mean in terms of game mechanics.

This works for me.

What do you mean?

I’m having no issues with this, could you please provide an example of when it hasn’t worked?

Huh? what do you mean?

If you can prove this then please report it :)

Sure :) Detailed internals are planned for a lot of tanks, not sure about which ones though or if the 103 ones are included in those plans.

Sure, can be reported.

If you have sources it can be reported :)

try tracking a moving enemy tank on uneven terrain

ok then

this has already been applied to apds of strv103-0 and strv103a they have 358mm pen point blank and 1500m/s velocity compared to centurion 350mm pen point blank and something something 1470m/s velocity. but strv103c apfsds has exact same penetration of 337mm (dont quite remember pen?also dont remember exact velocity rn) as other the other swedish centurion with this apfsds. Why?

no, you cannot fire the gun via commanders view

basically, faster turning of the tank while on the move, a rapid turn to engage enemies faster

doesnt rotate 360°. does on strv103c tho

the armor is bugged, sometimes it gives a flat surface for apds, heat, etc. for easier pen, sometimes it adds 700mm of armor. its unreliable and needs fixing

the “fence” doesnt work ~80% of the times and heat easily passes through. whats the explain here?

i didnt formulate this enough, its a issue with all vehicles generally. on s-tank series, the first penetrating shot has already destroyed the fuel tank up in front the transmission. 1fpe charge gone. the second penetrating hit into the tank sets the tank on fire. please explain how the remaining diesel is able to burn for so long and kilm the crew behind 30mm armored plate within seconds? trash game mechanic

already reported long ago, no attention


gave up after the 4th report

also, now i remember something more, when having hullaim on and ur driving, then ur braking to stop the vehicle, when it stops the gun continues to go up vertically, and only then lowers again to where you are aiming. doesnt happen when hullaim is turned off for some reason. this killed me countless times, basically it acts like a tank who has a heavy gun who swings like shit when you stop

I tried in test drive, no real issue. At most the vertical doesn’t “catch up” as fast as the horizontal so you have to aim a bit diagonal to be on point. But other than that no other issues. What issue are you having?

No idea. You can bug report it here (just search a bit first so that you don’t report something that is already reported and known about): (Gaijin.net // Issues)

A guide on how to report bugs can be found here: ([Navigation] Technical Knowledge Base | War Thunder Wiki)

Ah, then i missunderstood what you ment. Report it as described above.

So generative steering sort of? That isn’t a thing in the game at all for any tank. Many are asking for the mechanic though.

Ah, then one of the two is wrong, i don’t think anything was changed on the cupola between the A and C. If you can find evidence of one of them being wrong then report it as described above.

Wouldn’t that be how it would work IRL as well though? Or am i misunderstanding something?

I’ve never seen this happen and can’t get it to happen in the protection analysis. Hence my confusion.

Subjective and applies to all tanks.

You can message a Technical Moderator to ask about an update for the report.

See previous answer.

aiming brother, aiming. sure i can keep the gun on target, but i cannot aim precise at all. i dont really get how you keep defending the hullaim mechanic, sure its much better than it was years before, but it still is nowhere perfect. in world of tanks the strv103 aims just as smooth as every other tank

basically, hope to see such a mechanic in the future, this game has much potential afterall

well, its supposed to act like some sort of spaced armor, the “ribs” are like a seperate piece on top of the 40mm plate, you can see for yourself how the armor reacts in this facebook Redirecting... video where they fire slpprj m/66 (?) at it
Screenshot_20250728_220431_Facebook

i have bouced and tanked apfsds i absolutely shouldnt have, while irl 3BM22 fired from a t72 went straight through the armor plate of the strv103c and exited at the rear of the tank…

weird, in my experience with over 400 battles with strv103c heatfs goes through like butter. it works sometimes, but thats a rather rare occasion. also the “fence” just falls off after it has been shot 2-3 times which is …interesting

any consideration of making this more realistic in the future?

how and where can i ask this?

Could you be more precise? What EXACTLY is the issue with the aiming?

Yep, I think this is just a symptom of the volumetric calculations War thunder does for all penetrations, i don’t think there is going to be any reasonable way to change this.

M/61 (Mentioned at 2:30 in the video), very interesting video, thanks for the link! :)

The issue here is likely that WT counts where the point of the projectile hits and not the sides of it, so IRL if for example a APDS hits the “rib” just a small bit under the tip it angles the projectile up. In game that counts as a hit with the tip of the projectile and so just count it as extra thickness. which means it should also ads the same thickness to APFSDS. (not entirely sure about this though, a “fix” could be to apply some sort of “angle” modifier to have some shells bounce easier on those specific “ribs”).

I only have 300 games in it, but still, not something i’ve experienced. If it happens again feel free to link the replay here in this thread :)

Yeah, that’s the same for many other armor pieces on other tanks as well. Likely a game convention thing.

No idea, i have no connection to Development or any of those operations, Game Masters handle in-game chat and name bans. :)

You can find all the teams and the areas they handle listed here: ( Who is who and Reporting Procedure ) . Make sure to not message any of the Seniors first as you likely wont get an answer. If you don’t get an answer from the first in the list after a few days then add a few more Moderators to the original message instead of sending a new one, that preserves the date of the message and doesn’t make it look like a new request. Then just keep adding more of them from the list every few days or so until you get an answer :)

Adding some minor vertical deflection element from these armour elements could resolve it relatively easily. It would also not introduce much computational intensity. That aside, it would also be nice if they fixed the Jerry cans working to stop heat charges.

Don’t have too many games with it, but HEATFS goes right through it 90% of the time, making it a bit infuriating to play in my experience. Couple this with limited capacity to react because apparently Oceania isn’t considered a worthwhile customer and thus does not receive even basic server infrastructure, can definitely see where the person is coming from. Even just the fact that HEAT charges that miss any integral components of the tank will just set it on fire repeatedly.

Yeah, my thought was the same:

Should be reported if they don’t.

If that is the case then a report should be made.

i found an interesting possible solution here: Community Bug Reporting System

what. its the truth.

well, maybe by fixing the volumetric mechanic as a whole? its still very messy

thanks!!! :)))

Oh, that aiming is likely the best you’re going to get with hull aim.
The alternative (when they tried to make it more “snappy”) is this:

And that is AFTER their first “fix”, that is the improved version (before the next improvement we have now) of the aim.

That would require an entire overhaul of the entire game and all of the vehicles in it. I don’t think we will see this any time soon but we can hope.

No problem, happy to help ^^

yeah, that looks very painful. its much better nowdays, but it can still be better. did you see the bug report link i edited in just now in my previous comment? i believe thats a good idea and could fix it Community Bug Reporting System

i really hope, my hopes have not died yet ^^

Hard to report a known function that I personally have found little in the way of documentation for other than just “It’s there because it works”. Even if we did, it’s Swedish mid tier so it would get the “Functioning as intended” response. Just like chally 2’s side armour.

Just found this btw:

Screenshot 2025-07-31 135015

( https://youtu.be/qvI6tqj6obA?si=IS4_VI4_4PP-qL6C&t=360 Timestamped to 6:00)

Roughly translates to “ground clearance” or “clearance height” and then the option of “normal” (switch down) or “low” (switch up).

No direct information on how much it actually changes the ground clearance though.

you can see in this video https://youtu.be/No0nQXmXTSg?si=x-F8YXry5vysoLeR at 7:40 the suspension of strv103c being raised, maybe i can find something more about the information how many centimeters of difference it gives to the height

but i do have these pictures so you can try to see visually

normal height:

S-tank1

lowered:

front view:
S-tank3

They would never do 2.8 second spam irl either. That would just ruin the barrel.

I have sent a short report regarding reload speed and use of m90S ammo. Link below…
https://www.perplexity.ai/search/create-a-report-covering-the-s-TWAuGj.mTJezZ_2HMat2Zw

Ive done ammo, reports are a few months old
It affected all kinetic rounds for the 105mm except m/80
the raising and lowering i have some stuff from the RAC trials but i wasnt sure if i was being daft at the time
ive made plenty of hull aim reports, namely that it takes too long to recentre and that it doesnt actually recentre
theres other minor things such as the smoke grenades exploding too close