Vehicle sped + penetration

Hi everyone,

I’ve been thinking about a core mechanic in War Thunder and wanted to open a discussion about the physics behind it. We all know that penetration values are listed in the stat cards, but those values are almost always calculated based on a static firing platform (i.e., the vehicle is stationary).

My question is: Shouldn’t the velocity of the vehicle itself (the “shooter”) be directly added to the muzzle velocity of the shell, thereby increasing its penetration?

Here is the logic broken down:

  1. The Physics of Relative Velocity

In reality, if a plane is flying at 1,000 km/h and fires its gun forward, the shell’s speed relative to the ground is the Muzzle Velocity + Aircraft Speed.

· Muzzle Velocity: ~900 m/s
· Aircraft Speed: 1,000 km/h (≈ 278 m/s)
· Resulting Impact Velocity: 1,178 m/s

The same principle applies to tanks. If an MBT is driving forward at 70 km/h (≈ 19.4 m/s) and fires a 1,650 m/s APFSDS round, the round leaves the barrel at roughly 1,669 m/s relative to a stationary target.

  1. The Math: How Penetration Scales

The penetrating power of a kinetic round is tied to its Kinetic Energy: E_k = \frac{1}{2} mv^2.

Since Energy scales with the square of the velocity, even a small increase in speed results in a significant increase in penetration.

Let’s do the math for the aircraft example above:

· Static Platform: 900 m/s
· Moving Platform (1,000 km/h): 1,178 m/s

First, find the velocity ratio (k):
k = 1189 / 900 \approx 1.31 (A 31% increase in speed).

Because energy scales with the square of velocity (k^2):
E_k = 1.31^2 \approx \mathbf{1.72}

The Result:
If a shell penetrates 40mm of armor when fired from a stationary gun, firing it from a plane flying at 1,000 km/h would yield approximately 68mm to 70mm of penetration against a stationary target.

  1. Why This Applies to All Vehicles

This isn’t just a “plane thing.” It applies to the entire combined arms nature of War Thunder:

· Aircraft vs. Aircraft:
· Head-on Attacks: If two planes approach each other at 500 km/h each, the closing speed is 1,000 km/h. The shells meet with immense energy.
· High-Speed Dive: Diving at top speed increases the velocity of your rounds significantly, making deflection shots more deadly.
· Running Target: If you are chasing an enemy (flying the same direction), your speed subtracts from the impact velocity, reducing penetration.
· Helicopters: A helicopter moving forward at top speed (~300 km/h) firing its cannon should see a noticeable boost in the effectiveness of its rounds compared to hovering.
· Tanks:
· A Leopard 2, Abrams, or T-80 moving downhill at high speed (60-70 km/h) should technically have a slight, but calculable, advantage in first-shot penetration.
· Conversely, firing while reversing or moving slowly away from a threat would slightly reduce the shell’s energy.

The Catch: Does War Thunder Model This?

I know War Thunder simulates drag, gravity, and shell drop over distance. But does the engine fully account for the vector addition of the shooter’s velocity to the muzzle velocity when calculating the shell’s kinetic energy upon impact?

If it doesn’t, it means a jet firing a gun at 1,100 km/h has the same effective penetration as a test firing range on the ground. That seems like a missed detail in an otherwise highly realistic game.

What do you all think?

2 Likes

I think you have too much free time. A penetrator flying at 4.5-5 Mach, it going 70kmh more or less is literally a rounding error and makes a difference so minimal its a total waste of time to even go into the calculus of it

You are talking about roughly 1% in penetration at 70kmh which drops off, than you need to calculate the targets speed since that would also impact the miniscule penetration differences and the engine needs to calculate ALL of that in a fraction of a second which is NEVER gonna happen and you have Lag Thunder.
IRL this is also not a thing since firing at 70kmh is iirc never done and stabilizers work only up to certain speed

5 Likes

It’s already implemented.

The faster a plane flies the higher the initial muzzle velocity.
So planes can penetrate armor more easily than the shown on the stat card.

3 Likes

how do you know that it is already implemented?

bro wants to be able of penetrating a Tiger H1’s roof with it’s P-51’s .50 cals.

2 Likes

that is technically possible lol
at least on the early war tiger with the 25mm roof
just you basically have to be sniffing the tiger to do so lol

P-51’s .50 cals pen 30mm at 10m.
u would prefer to crash and maybe get a Tiger H1 kill or stay alive and focus on killing light tanks/AAA?

From tests against ground vehicles

in the most ideal of ideal scenarios you can pen from 200m
and im just stating it is possible not that i do it

But shouldnt then the 20mm MG C/30 L be able to penetrate the side of the T-34?

Let me check

if u can’t do it then it’s not possible cuz there’s no proof u can be in that scenario and achieve it.

Very difficult to pull off, because it would require 900m/s to penetrate 45mm.

So you have to fly at 360kph and then hit from 0m.

Of course you could go faster but even when you go 720kph and have the bullet go 1000m/s, the drag would slow down the bullet to 900m/s by roughly 100m.

So it’'s almost impossible to gain a lot more penetration than at 0m.

You would need a larger caliber that doesn’t suffer that much from higher drag.

For example the P-39s 37mm cannon. But even then you would have to gooo very fast and hit at the ideal angle.

Then use the Universal belt, since the HE has 900m/s and is first.

That’s a good idea :)

Shouldnt the Japanese 37mm Type 98 on the Ki-45 be also good to test?
It has 46mm at 10m and 44mm at 100m.

That would be ideal.

Ok i think i just penetrated it from 200m. And the Backplate of the hull from 300m.

I penetrated the 45mm thick hull front from a steep dive angle from like 500m.


Hit right there.

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Ok, i suppose that prooves it, its already in game.

1 Like