Except the shell getting absorbed isn’t realistic.
It should ricochet from the edge into the lower side, where it would penetrate, as there’s no way a high velocity 90mm is stopped by flat 40mm of armor.
The implementation of volumetric is inherently flawed.
On one hand we have RNG bounces in scenarios where the shell would 100% of time would perforate the armor, on the other hand Gaijin doesn’t understand that shells always follow the path of least resistance and shells should always ricochet against sloped armor when they can’t penetrate it.
There are of course exceptions in reality. Like very soft armor might catch the shell instead of causing it to ricochet, simply because the armor can deform so much.
Not really. Right now the code seems to take the highest value of armor line-of-vector thickness within the area under the projectile radius of the point of impact to calculate penetration.
When it should be finding the least value of it (that is not zero for holes in the mesh) and using that.
The way it is modelled in the game really is arealistic. Even discounting the above “edge case” (literal) issue. There is no reasoning that a 4mm plate should resist penetration just because it was edge on and gave a notional 1000mm of RHA.
Its just bad modelling.
The shell getting absorbed is just a simplified simulation of it getting stuck.
All simulators do that cause the math involved requires too many CPU cycles.
The implementation of volumetric is among the best in the industry, and there are no bugs as of present.
Also a 90mm round wasn’t stopped by 40mm of armor, it was stopped by 315mm of armor.
@_Baum
My screenshots no bug.
Roof armor stopping shells is a well known real-life situation.
As I said, you just want an arcade game, but instead your posts contain made up things about a system.
The shell passes through the 50mm side armor but then immediatly hits the 16mm sponson floor armor which is modeled as volumetric, so it’s actually 16mm in height.
Shells aren’t actually 3D but they are only 3D to check what they impacted.
The shell is still pixel sized when it penetrated the 50mm side armor but now the shell is stuck inside that 16mm heigh armor plate, except that the armor is volumetric and it has a width of like 40cm.
If the armor is not volumetric and like the old model of the Befehls Tiger P, it’s actually very difficult to have the round non pen.
It will even behave to the expected degree and can cause a ricochet from one plate into the other.
The problem is that the game isn’t very good in dealing with volumetric armor.
Unrealistic behaviour was always the result when the game had to deal with 3D armor instead of simple planes.
When tracks were modeled with armor on every side, the game would have armor protection sky rocket when a shell hit a track at an angle that made the game think the armor dimension was much higher than physically possible.
So you would always have tracks eat your shells when hitting enemies from the side, or sometimes when you hit a piece of track add-on armor.
It’s becaus the game doesn’t simulate penetration of 3D objects but uses math that only works for a simple 2D approach.
Everytime the armor becomes too complex, the result can be wildly different from realitiy.
The issue here is not to do with volumetric, but it stems from the fact that the game cannot render armor deformation, so the shell apparently had to go through the 16mm tall plate, but since it is so wide it counted as a much thicker plate when in reality it should have deformed, not held its shape, bent in half, and let the shell pass through.
Thin plate hit from the side would deform and/or deflect a round coming at an imperfect angle to its side, not have you try to penetrate the entire width of it.
TL;DR there’s little point trying to argue how armour and shell penetration is supoosed to work on the micro level as the only way to know for sure is to shoot a bunch of rounds out of the exact gun, at the same piece of armour and record the results. On a game scale level the mechanics of the shell impacts and penetrations works fairly and consistently. If you can’t handle the occasional set back due to a slightly misaligned shell or a bit of bad luck you should play a different game.
It’s not that simple, this isn’t the simple two body problem they taught us in highschool physics.
The rate of strain and deformation is almost instantaneous, it’s not like the animations they show us in the diagram where the shell displays a nice gradual normalisilation or deflection through the thin armoured plate. If armour deformed the way you decribed it would hardly spall, but given that shells spall quite dramtically, its safe to say that armour shatters on shell impacts, even if scar left on the armour seems melted and bent.
It may not seem like much but a 20-40mm plate spanning the width of the track has a significant amount of lateral restrait, ignoring the fact that in the instance of shell impacts there isn’t enough time to deform in an ultimate strain deformation scenario, which limits the plates abiliy to buckle and deform meaning that the shell is going to have to defeat much of that plate before it punches through or bends it, additionally the shells is deforming at the same time, it’s not as if a clean oblong/football shell is gliding along the molten steel. In situations like this it would be good feedback if war thunder animated or displayed shells that partially penetrated or got stuck in the armour. So at least you knew it was ‘close’