No. The T-series can be loaded manually without any problems even if the automatic loader is destroyed.
This is not modelled in-game though and would apply to the majority of autoloading systems(e.g. PT16/PT14(mod.), Type 90, KPz/MBT-70 etc.)
Also “without any problems” sounds like quite the stretch given how cramped the crew compartment is and how few places rounds stowed in the autoloader can be accessed from.
Sure, if there are rounds placed outside of the autoloader then they could be accessed more easily but thats rarely if ever gonna be the case in-game.
And for example, if the autoloader (AZ) cant be rotated due to damage, then the rounds could not be extracted at all or only with fairly extreme levels of effort. (given there is no round at index position at that exact moment)
I’d like to point out that in-game the autoloader (MZ, T-80BVM) already clips into the hull-sides in the dm.
So there can’t really be that much space left…
As for AZ, it probably wont get stuck to the sides, maybe the bottom if at all, spacing to sides is approx. 13-17cm (guessing from the spacing of the autoloader spars and the gun calibre of 125mm).
For some reason its bottom is entirely covered in-game, which seemingly shouldnt be the case - simplification is no excuse in this regard since the sides are modelled to have their appropriate gaps.
(and on most baskets (e.g. Boxer, Type 90, Type10/TKX, Leclerc, etc.) aswell as some autoloaders like on Puma, individual spars are modelled in the dm, which are probably the better comparison)
I meant that damaging the autoloader doesn’t prevent firing, as the person above suggested.
It’s true that it’s not the most convenient process for the crew.
Whoops, I missed that one.
Although then I do wonder why the loaders panel (which is to unrestrict gun elevation/slaving and indicates the gun is loaded to the gunner/commander) is modelled as part of the FCS (which according to a devblog some time ago will eventually disable firing/aiming on mbts aswell), even though both gunner and commander can themselves unlock the gun elevation and firing permission via their control panels.
(I’ll check if I can find the picture of the switch or button, cant remember, once I am home and attach it here if applicable.)
There are definitely minor differences in the fire control system.
For example, in some tanks (Challenger 1), the commander’s controls aren’t integrated into the fire control system, unlike in many other tanks.
The T-series at least has a simulated automatic loader control panel.
I see other minor flaws that I can help correct, but they don’t make a noticeable difference; they’re mostly for aesthetics.
The parts that are in the damage model do still matter, even on MBTs as the destruction of the FCS still disables NVD/TVD, Stab, LR, IRST (and afaik LWS aswell).
Ofc that is considering they dont follow their plans and do not end up making fcs on mbts disable aiming & firing aswell.
On other tank-classes it matters much more as the FCS already does disable firing & aiming.
So inaccurate modules or thereby damage models (such as the two monitors on the gunners’ side on Begleitpanzer 57 mm, which shouldnt exist - and one of which physically cant exist) do quite make a difference.
I’ve looked at internal photos with the turret attached, as well as the damaged AZ carousel picture you provided earlier. They clearly show that the clearance is really short. I know the MZ carousel is different, but based on Soviet tank design doctrine, it’s reasonable to assume that the clearance in the MZ is similar to the AZ.
The distance from the T‑64’s MZ autoloader carousel to the side armor can be calculated by taking half of the tank’s total width and subtracting the carousel’s radius. With a tank width of 3,400 mm and a carousel radius of 900 mm, this gives a clearance of 1,700 mm minus 900 mm, which equals approximately 800 mm, or about 80 cm. If you account for the hydraulics, loader mechanisms, and other components, which can together occupy roughly 77 cm in diameter, as well as ammunition that isn’t stored directly in the carousel, the actual free space is likely only around 3–10 cm.
In most cases, it doesn’t matter. The fire control module has very little hitpoints, and literally a couple of fragments will break it.
So, for me, it doesn’t matter whether there’s an extra block or not.
The only thing that matters is the placement of the blocks in completely different locations from the rest, but that’s usually not the case.
How did you figure out that these parts take up exactly 77 centimeters and not 75 or 70?
I have a feeling your answer is being generated by a neural network.
Honestly, my photos don’t show anything, and the automatic loaders aren’t identical. As you can see, there’s a ton of space around the automatic loader, at least 10-15 centimeters.
Cool story brother, this isn’t hydraulic steering on a car, it’s an on a tank. And not hydraulics. The pressure these systems run on requires threaded connections and pressed hoses.
EDIT: Look at this diagram. See how all the hydraulic fittings are screw-on with seals? And the part that connects hose to tread is pressed on hydraulically?
this doesn’t stop them from punishing the guy that just hit them center mass because they can still shoot once.
HEY, isn’t that the reason for the addition of turret baskets??
I said roughly not exactly and you can get the measurements for the modules. Also, the picture you used is the AZ, which I never claimed to get the whole turret stuck.
Can’t you just use the reasonable assumption that since they are concentric; the difference in length of two arcs is the difference in radius?
since L = θ * r
Sorry Mr, but for Leopards the floor is just an Alu plate, then some alu struts and an alu mesh for protection + housing certain electronic systems for aiming / targeting. The electical turret drive is very small and is directly at the turret ring. Not located in the basket and certainly not at the floor plate. its where the red arrow points, you cant even see it.

Different treatment by Devs for reasons. When this pathetic alu plate / basket is hit by even a single spall element, it jams ingame. While that massive russian autoloader structure won’t harm traverse. Ru tanks also don’t seem to have power lines and stuff like this. Their ingame turret drive is invisible and likely using “vakuum engergy”^^
If he has a loaded round, otherwise it’s death.
The other guy who shot you and disabled the autoloader is already hiding because he can reverse, unlike you.
Double disadvantage… Does it come with any BR reduction?
Ussr tanks are some of the most broken tanks in the game, they should not be able to have horizontal turret drive if hit in the carousel, either that or it should be an instant kill if hit in the carousel as we have seen multiple times in real life examples. Gaijin loves their russian bias
If the carousel is hit by a massive 120mm apfsds round going 1660 m/s what so you think is going to happen? Take a wild guess
you can cry me a river about it, while being exactly not right. How come they are so broken yet you play them worse than STRV103?
News flash, i dont plau russia as much as sweden. Because russia holds your hand the entire time you play it. Also im noy wrong, hitting carousel should be either an instant kill or jam horizontal turret drive as hitting a tiny mesh on a nato turret basket does
Sure thing, sure thing. That, and not that their tanks are tin boxes with little to no survivablity, FCS abilities and worst traverse, depression angles and mobility, which are just not fun to play.



