overpressure war thunder

Overpressure war thunder

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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. Every aircraft has its skin airfoil and material modeled, too. It is therefore possible to see a tracer shell ricochet off an enemy plane's duralumin skin.

Overpressure war thunder

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. Your mm round will hit a tank and act as if it wasnt even shot. Im pretty sure anything hit by a mm round would be absolutely thrashed, but in WT its a mere scratch. Your just a slow unarmored tank with no real purpose and a long reload time that gets punished by a bad overpressure mechanic that doesnt work. So what is the deal with SPGs? Is this just bad game development and I shouldnt play these things or is there something Im missing. Pretty good for just camping, but map design heavily favours highly mobile tanks with solid armor so most of the time you would do better with whatever medium tank is available. The cursed nature of explosive shells in the game makes artillery vehicles particularly bad.

Discussions Rules and Guidelines. As of the writing of this article, overpressure war thunder,overpressure calculations when firing an APHE shell at a target in War Thunder seems to set the criteria as such: the overpressure calculations calculate a shock wave following the detonation overpressure war thunder the shell inside the crew compartment, therefore almost always resulting in complete eradication of the entire crew when shooting with a cannon of calibre mm and above. The first shot, a mm HE shell fired from an IS-2, cracked open the upper-left part of the Tiger II's front plate, and broke the mm thick welded plate by its seams.

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?

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.

Overpressure war thunder

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. Every aircraft has its skin airfoil and material modeled, too. It is therefore possible to see a tracer shell ricochet off an enemy plane's duralumin skin. Some aircraft are quite well armoured from certain angles. For example, the TB-3 is constructed mainly with 3 mm of corrugated steel.

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Pterodactyl November 3, , am 3. To use the mechanic effectively, target weak points in the armour, such as roofs, vents, bellies, tank sterns, and over-track sponsons, to maximize the chance of a successful penetration. 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. Have you ever considered playing a SPAA or perhaps a plane designed to shooting down other planes? For this reason, we have to pay attention to tuning weapons as well — this is the only way we can show and give emphasis to the entire scope of variety in military vehicles, in addition to showcasing their firepower. As of 1. Testing in War thunder's "Protection Analysis" shows that the production of overpressure damage with these sort of rounds is a nigh-impossible task. Proof you can clearly see the vechicle and ammo he used : Proof. This is particularly relevant in a game in which the combatants can move at high speed — in our case, in air battles. Most of the time, the shock wave damaged killed all or close to all crew members inside the tank. For M1 Abrams tanks, fuel tanks and ammunition located in separate armoured compartments are excluded from this list of modules estimating damage. As of the writing of this article, , overpressure calculations when firing an APHE shell at a target in War Thunder seems to set the criteria as such: the overpressure calculations calculate a shock wave following the detonation of the shell inside the crew compartment, therefore almost always resulting in complete eradication of the entire crew when shooting with a cannon of calibre mm and above. In such cases, players may see their opponents' manoeuvres with a delay or distortion, and may even experience other problems in the game — it all depends on how often the packets drop. This means that a tank can hide from shockwaves and shrapnel behind various obstacles, and separate modules on a tank will protect the other modules from taking additional damage. Many weapons, of course, will have different mean average deviation values for horizontal and vertical and then the spread will appear to be ellipse shaped.

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.

At the same time, in half of the cases, the shell will hit at half distance from the edges closer to the center than at the maximum level of angular displacement. The cursed nature of explosive shells in the game makes artillery vehicles particularly bad. However, hullbreak remains active in naval battles for coastal ships. In such cases, players may see their opponents' manoeuvres with a delay or distortion, and may even experience other problems in the game — it all depends on how often the packets drop. Originally posted by JuX :. Yeah, bombs are the least of your worries in an open top. Your just a slow unarmored tank with no real purpose and a long reload time that gets punished by a bad overpressure mechanic that doesnt work. Its definitely like you said. Is this just bad game development and I shouldnt play these things or is there something Im missing. From War Thunder Wiki. 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. Each weapon is unique in its own way, and in order to reproduce this uniqueness, we study a mass of documentation and scrupulously tune not only the weapons, but even each separate ammunition type for each of them.

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