Overpressure war thunder
The game's engine simulates every bullet that is fired for over overpressure war thunder km before they are deleted, with exceptions for bigger shells such as those fired by the 50 mm BK 5 or 57 mm Molins cannons. The different shells also have different effects on module damage. More of these shell effects can be read in the Ammunition section.
Is the overpressure mechanic bugged? Ive shot tanks with this mm round and it will do absolutely nothing. I get a nice back turret shot or side turret shot and its like I shot a plastic BB at the tank. He then turns and shoots me once while i reload for 13 seconds. You dont get enhanced zoom. You dont get indirect fire. Your supposed to just play as a tank without getting any upgrades to armor that let you play like a tank.
Overpressure war thunder
Along with the introduction of Update "Ixwa Strike" 2. This specific damage would be excess pressure damage at the front of a shell's shock wave, and it would come to be referred to as "Overpressure". After "extensive research" in-game, where I've experienced and learned v arious aspects of Overpressure. Those will be informed about here. In this guide, it was stated that only cannons with a calibre of mm or above are able to produce this lethal overpressure damage. This means that the well-known German 88m cannon was unable to produce lethal overpressure, and this has shown to be true - for the most part. It seems that there is one 88mm cannon in War Thunder that does in fact produce overpressure damage. Out of 16 German 88mm cannons in-game yes, there are actually 16 of them! So, long ago, along with Update 1. This change in damage model applied to lightly armoured vehicles, and allowed them to be "easily destroyed with weapons of 75mm calibre or more whilst using HE or HEAT ammo by hitting the hull, turret if present or gun barrel and mantlet. In the initial version, "Hull Break" worked as follows. A hit by a penetrating shell of mm in calibre on any part of the hull or turret would be considered fatal; several penetrating hits on structural elements by shells of calibre 75 mm and higher would be considered fatal; impacts of mm HE shells to the hull or turret would be considered fatal, and a hit by a large calibre HE shell mm would also be considered fatal.
Regarding kinetic rounds, also perhaps more commonly known as "normal rounds" AP, APHE and so on and so forththere is no specific official information to be found. This makes not only light but also heavy overpressure war thunder easier to destroy by bombs, rockets, large HE grenades, overpressure war thunder, or artillery strikes. The spread is calculated in the following way: From the firing tables we know the circular error probability CEP of the shot for both horizontal and vertical deviation axes at a distance of 1, m.
I am making this post only as a result of frustration and anger toward the mechanic of overpressure in the game. I believe the Hit alghoritm of the shells and ballistics are very realistic, except when autocannons are involved. Autocannons gets it messed up and put me in situations like this for the th time and not only in the AMX. When shooting a lightly armored vechicle with APFSDS or even with conventional shells, the chances are that the projectile will pass straight through it without damaging any component. Now tell me, if a projectile would pass through a steel plate, at hypersonic speed, plate of which I stand behind, and the projectile near misses me, what are the effects of the impact? Would I still be fine?
We have finalized and improved the system for simulating explosions and high-explosive impact for shells in armoured vehicles in the game. The reliable and accurate simulation of high-explosive ammunition damage is one of the most difficult mechanics when creating a realistic damage model. On the one hand, the impact of high-explosive ammunition is a complex process consisting of several components - the impact of a shock wave, blasting action, fragmentation flow. On the other hand, it is necessary to simulate these components in real time, with an insignificant load on computing power, because at the same time dozens of explosions of different power from 20mm shells to 5 ton bombs can be created in the game. In general, the current system for modeling explosions in War Thunder meets these requirements, however, for greater realism, we decided to modify and improve it. At the moment, an explosion in War Thunder inflicts damage with two components - high-explosive and fragmentation, while the high-explosive part is modeled in the zone of maximum damage, in other words, in a fairly small radius in which damage can be inflicted directly on parts and components in vehicles. In addition, both high-explosive and fragmentation damage are calculated separately and independently without taking into account their synergistic effect on the target. Also, the infiltration of the shock wave into an open volume or through a break in the armour was not modelled. There are tons of questions from the players about this mechanic, and it doesn't satisfy us in terms of modeling accuracy and some conventions, especially with regard to high-explosive ammunition.
Overpressure war thunder
Along with the introduction of Update "Ixwa Strike" 2. This specific damage would be excess pressure damage at the front of a shell's shock wave, and it would come to be referred to as "Overpressure". After "extensive research" in-game, where I've experienced and learned v arious aspects of Overpressure. Those will be informed about here. In this guide, it was stated that only cannons with a calibre of mm or above are able to produce this lethal overpressure damage.
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Upper mm plate remains intact after being hit by advanced American shells. This is the minimal reload time for any round for this vehicle with maxed out crew skills. Showing 1 - 13 of 13 comments. Pterodactyl November 3, , am 3. Unlike the usual method of incapacitating the crew members of a vehicle to secure a destruction, the hull-break mechanics implements a hull and module based damage system to destroy these vehicles. Originally posted by JuX :. Though, it is still conflicting with the War Thunder Team's statement on the matter. Originally posted by shadain :. Both did zero damage. No crew taken out. This leads to high-yield explosives nearly always taking out a vehicle in a single hit, due to the shockwave being able to move around frontal armour and to hit the entirety of the crew that way.
The game's engine simulates every bullet that is fired for over 2 km before they are deleted, with exceptions for bigger shells such as those fired by the 50 mm BK 5 or 57 mm Molins cannons. The different shells also have different effects on module damage. More of these shell effects can be read in the Ammunition section.
This effect has been reproduced in the game since update "1. When shooting a lightly armored vechicle with APFSDS or even with conventional shells, the chances are that the projectile will pass straight through it without damaging any component. Panther's Turret after being hit by Soviet mm shell. Per page: 15 30 Global Achievements. This mechanic affects vehicles with thin armour negatively, but, unlike with the hullbreak, any tank is potentially vulnerable to overpressure damage. Which is why I asked if overpressure is bugged. In addition, there are settings like the round's fragmenting action, the detonator parameters and the power of the explosion itself. The different shells also have different effects on module damage. Now, to destroy lightly armoured vehicles with kinetic shells, with help from "Hull Break", "you need to directly hit them with a shell of high energy more than 1.
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