Such volumetric thing is new to me. Thanks, I will go in to detail with it. Is this a Russian only thing, or affect all the veichles?
I play 2.7 because it’s the line where I can put my best tanks (celere sahariano and M15/42 are both 2.7). I have already researched the 3.3/3.7 line but that is where I’m having problems.
It affects every vehicle, however because Soviet vehicles tend to be shorter, with more angled plates, it seems as though it affects them more than others. Compare the side profile of a T-34 to a Sherman, and you should see what I mean. The Sherman has a lot more surface area of armor, and less areas where the plate harshly angles in (Thus causing the game to see it as as near infinite thickness).
As already mentioned, but it bears repeating, the primary weakness of all T-34s is in the turret. The early models (1940/41) have a rounding turret that equalizes to 45mm thick if you hit it where it is flattest. The 1942 has slightly tougher turret face, and a mantlet that can troll weaker shells around the edges, but have an exposed turret neck, which is your best bet. The T-34E sort of combines the two armor profiles, the turret face is vulnerable but the flat area is very small and can be hard to hit at range. The turret neck is also visible, but is again a smaller target than the 1942’s.
If you find a new tank you’re struggling with, open it up in the armor viewer and use protection analysis to get an idea of where you can pen it, from what angles, and at what ranges. Just about every tank has a weakspot
I find the armor viewer a little bit liar as well as the green cross indicator. I know that it’s an indication that depends on many variables, but, also for this reason, your indications are more valuable. Thanks
Almost every vehicle is effected by volumetric to some extent, but it’s most visible on tanks with strong to decent armor, and have areas where armor plates overlap/join together.
I made another crappy paint diagram here, showing a shot against T-34 sponson (hull extension over track)
The thickness of the sponson floor plate is only 13mm, but it’s very long - and most shells will struggle to go all the way through it. The same applies to Panther tank for example, and most tanks that have sponsons.
The term “volumetric” refers to how the shell model is rendered.
Shells now take up 3D space, which means that the sides of the shell can get “caught” in surrounding armor.
Look at the example above, and imagine that your shell comes in slightly above or below the red line. It will still get caught in the armor, because the sides touched it.
I see. Congratulations anyway. How did you, and other experienced players I think, find out this? You must have put a lot of study into it. I like a lot people who are curious of how things works.
Oh I’d say it’s up to trial and error. :D
When I see something weird happen with the damage model in a game, I get curious and look at the X-ray (top right corner), maybe I rewind the replay and take a second look.
The game also features a damage/penetration calculator, you can access it through the “customization” or “preview”. When I am certain I should have got the enemy, instead of stewing on it I come here and test it out. Maybe I can find a weakspot somewhere, and know where not to shoot.
There are a lot of tanks in game so you can’t study them all, but I do this for the most common/frustrating tanks I meet!
No worries: “close quarter combat”.
This is of limited relevance to you as an Italy player, but good knowledge all the same - Germany tends to be the “glass cannons” tech tree. Not always, and not to the degree of for example Japan which is truly extreme in this regard. But most of the time, even German tanks that do have decent or even good frontal protection, are better off staying at range, because their guns stay effective at longer ranges compared to most of the opposition. When you’re up close, the extra penetration becomes less decisive, and the ability to move quickly or bounce the occasional shot becomes more important.
All vehicles. The basic concept is that shells above a certain calibre in this game are volumetric - that is to say, they are not pixels, but actual physical objects. This is obviously a good thing to strive for, as it allows for a better simulation of the physics involved, but currently WT’s implementation is quite buggy.
In my experience, Soviet tanks benefit more than others on average because they have more sharp angles and rounded edges all over the place, but in truth, no matter who you’re shooting and what you’re shooting them with… you’ll always encounter it.
When it happens, it’s helpful to remember that the “red team” suffers from volumetric just as much as you and I do. The snail giveth, the snail taketh away.
Always nice to see a fellow Italian trying to do well in the game. Divertiti! :D
Gaijin usually informs players of major changes to the game(not all tho). There are also other things that can stop your shells like optics, fuel tanks, tracks, etc… as I’m sure you’ll find out in the game while playing, it can be a bit frustrating to hit a enemy and do no damage due to this and get one shot killed back, but that is War Thunder.
A bit? A BIT?? Sheesh! 🙄
My bit is a lot. But, as you say, that’s War Thunder (baby!).
they broke the game with that update and still haven’t done anything to fix it, tanks use to be so much fun then this happened