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’
World of Tanks does not use Volumetric shells and does not even claim to do so… They use shells larger than 1 pixel, but still the model is a 2D object with 2D physics. Volumetric is a 3D model.
Steel Beasts used a simplyfied version and it works much better than what we have in WT.
Already disproved that so stop lying and or coping
Which are inherintly linked and therefore affect both tank and shell models. Both of which are directly linked to volumetric. Cope more
No that is your job and all you have been doing in this threat so far
Seriously, couldn’t something as simple as what was done with the T-34 door be done? Let’s keep the volumetric armor and bullets, and make the volumetric armor have maximum resistance. For example, a 20mm hull roof armor, which instead of having 1200mm at the angle, has 70mm if they hit it at that angle to correct this completely absurd problem. It would also be important to set the rebounds so that depending on which part of the armor the bullet hits, it bounces up or down, losing a certain amount of energy, and penetrating or not if it hits an armor plate.