What is the reason for the inability to penetrate the T-90M tank's breech and trunnion at close range?

In recent matches, I encountered several situations where the German DM53 shell failed to penetrate the T-90M’s trunnion and breech. Is this a game bug, or is the T-90M’s breech robust enough to withstand the DM53 shell’s 650mm penetration and prevent any damage?

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Did you hit ERA, the barrel, or where the trunnion meets the turret? You might have failed to do anything due to volumetric.

You got screwed by volumetric. When you shot that close to the barrel the plate that surrounds the barrel in front of the breech and the trunnions themselves ate the round. Had you been slightly to the left you would have gone through.

If i remember correctly those hit analysis are saved client side (not sure though), check the server replay to see if that placer is actually where you hit and that there wasn’t desync between your client and the server.

Yeah that’s one of the downsides to the hit replay thing as there have been shots I have made that server side they were eaten by volumetric but in the battle summary hit log they should have gone through. Gotta love latency.

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The replay clearly shows the engagement: both tanks were stationary at a distance of less than 50 yards. As you know, Soviet tank armor tends to be rather… legendary, so I specifically aimed for this weak spot. Despite confirmed hits from my tank, the enemy sustained no damage whatsoever, then returned fire and destroyed me.

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It’s just a problem with volumetric. Everyone gets screwed by it at some point. Volumetric isn’t a perfectly modeled mechanic sadly.

I’ve reviewed the replay multiple times. I fired first and scored a direct hit, but it didn’t cause the expected damage. The enemy tank returned fire after being hit and destroyed me. Network latency was not a factor.

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Latency wasn’t the problem it’s an issue of overlapping pieces of armor. Volumetric treats overlapping pieces of armor as being more effective based on their line of sight thickness. Because you hit a piece of armor in such a way that your round kept contact with it moving towards the breech it equated to more armor than the round could penetrate.

Specifically when you hit this area, your round runs the length of both modules causing the LOS thickness to be absurdly high, which ate your round
Screenshot 2025-10-13 090451

I understand. Thank you for your response. Indeed, such issues occur far too frequently, especially with Soviet vehicles. Their “magical armor” has been a constant headache—it’s clear they receive far too much preferential treatment.

I dont know about that.

Stuff like panthers and tigers eat my rounds more often than T-XX series tanks.

You hit overlapping plates somewhere on a perfect shot.

Has nothing to do with volumetric BTW as this would’ve bounced even if the round was unrealistically a pixel wide.

Fixing overlapping plates needs to happen; However, overlapping plates is 100% irrelevant to APFSDS being 17 - 35mm wide [volumetric].

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This shouldn’t happen at all. It’s very much volumetric and a hit there should absolutely disable the breech.

Dude, this has been happening since ground became a thing.
Overlapping plates is not volumetric; I’m tired of the lie spreading as it misinforms players that could get better instead of blaming their actions on the Tooth Fairy.

Volumetric is exclusively the ammo, where the ammo is the correct width it should be.
Everything else is not volumetric.

I get it, you enjoy having absurd armor values that shouldn’t exist allowing you to survive disabling shots that take out other nations breach and thus are excusing this. Throwing out buzzwords and ranting about what you’re tired about however is entirely off topic.

@Perinvisus
Me: “I want overlapping armor fixed.”
Your recent post is 100% exclusively your opinions, not mine. You only ever speak for yourself.

I’m just not going to blame bad shots on overlapping plates on something as incorrect and silly as the ammo being 20 - 30mm wide.

It’s my fault for shooting where there’s an armor layering issue with the game, and it’s the game’s fault for having an armor layering issue there.

That’s just wrong.

Both armor and ammo have volume (it’s just that previously only armor did and not shells) and if the ammo hits two volumes at the same time the game includes them both in it’s calculations.

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I find that misleading as the feature called “volumetric” is the ammo.

Variable thickness armor may have gotten the same word attached to it [incorrectly], but the feature itself was for the ammo to fix pixel shots on Conqueror and others.
A feature that even World of Tanks has.

No one wants to return to when Heavy Tanks were light tanks in trench coats, and coincidentally Conqueror was one of the easier tanks to see the issues of overlapping plates before volumetric due to the complexity of the armor.

IDK if Leopard 2 came before volumetric, but the overlapping plates would’ve been seen with it as well. Leopard 2 in general is a perfect example of overlapping plates creep.