Thus for the American 90 mm APCR prototype M304 shell ( Terminal ballistic Data Vol 3 p.157) as we can see the penetration value at an angle of attack of 55 degrees is more than 3 times less than penetration by normal (see Pic.4). The APCR shells of the time had the maximum effect. However, the projectiles that are modeled in our game were fairly short ones and at high angles of attack had a large de-normalizing effect - both sharp-nosed (for which this effect was bigger), and blunt-nosed (with a smaller effect). Modern APFSDS munitions have a greater elongation and during an angled hit often penetrate thicker armour than the equivalent of a plate normal. The larger is the elongation (length-to-diameter ratio) of the projectile - the stronger is the normalization effect of the projectile. The moment of the resultant will angle-in the shell towards the normal and as a result it reduces the path of the projectile inside the armour. This was particularly noticeable in cases of penetration with high angles of approach.īlunt-nosed shell impacting, affected by normalization forces.Blunt-nosed shells, when hitting an obstacle with its “blunted” tip, will form a ledge in the armour, and will gain from the obstacle and ledge a greater tangential and lesser normal reactions. However, despite the fact that this method is good enough in most cases - the calculation results do not always completely agree with the actual results of tank armour penetration tests. a normalization factor was artificially added after the crude line of sight thickness calculation. In blunt-nosed shells, the final angle which were used for calculation of the armour thickness was reduced, and in sharp-nosed shells - slightly increased, i.e. The calculation of the armour piercing effect of projectiles on sloped armour:īefore the "Weapons of Victory" update, the armour-piercing effect calculation of an angled hit was made based on the normal principle for most tank-based games via normal line of side thickness, as seen in the picture above.Īt the same time (still before "Weapons of Victory"), for different types of shells a certain distortion of the angle of attack was taken into account depending on the type of projectile (sharp or blunt-nosed shell) and the ratio between the calibre of the projectile to the armour thickness normal (perpendicular vector). Line of sight calculation Llos = L / Llos = Length line of sight (Line of sight thickness) Ground forces: Penetration Line of sight thickness Naval targets in air battles have their own damage mechanics modeled. The IL-2 and IL-10 series of Russian attackers are also quite durable. For example, the TB-3 is constructed mainly with 3 mm of corrugated steel. Some aircraft are quite well armoured from certain angles. It is therefore possible to see a tracer shell ricochet off an enemy plane's duralumin skin. More of these shell effects can be read in the Ammunition section.Įvery aircraft has its skin airfoil and material modeled, too. The different shells also have different effects on module damage. 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. 2.3 Netcode or Defining the impact point.
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