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, overpressure war thunder.
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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.
The snail giveth, the snail taketh away.
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?
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Overpressure war thunder
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.
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Ive shot tanks with this mm round and it will do absolutely nothing. It also takes into account not only the first part of the tank armour, but several parts under it as well, which will give a more accurate indication of the penetration with such complex structures as gun mantlets and shielded armour. 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. Using this weapon's tuning as an example, we'll show you how all the other weapons in the game are tuned and how they work. You might get on much better with it if you are using for instance, the m So i expect the M to remain a dumpster and to be uptiered to 7. Note how the numerical value of armour penetration changes depending on the distance of the shot. However, here too we have created special mechanisms to help ensure that such problems affect the players as little as possible. What does pressure damage mean? For our game, we developed a system to define the position of each player independent of the delay they're playing with. The explosive wave and the shrapnel broadly take into account both the shape of the landscape and any obstacles in their path in the real world, explosives don't disperse in a straight line or from a single point. This is shown on the shell's tooltip.
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.
Its a no brainer. Global Achievements. Its definitely like you said. 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. Its looking thats the only way these things get fixed and become relevant. That has since been augmented by the introduction of the 2S1 to the Soviet tree. This is how we simulate the level of weapon accuracy comparable to the reality of real combat vehicles. Aircraft and tank weapons work on similar principles, so for the sake of this example, we'll just take one — the mm DT cannon, which was installed on the tanks like the IS-2, IS-3 and the IS-4M. If the round has high penetration, then its icon will show exactly that. Fighters just LOVE finding tanks they can meaningfully strafe after the bomber goes down. In-game, though, the overpressure damage is clearly calculated here too. Aiming data charts for BR shell, that were used in a DT cannon. Leo 1 vs. Along with the introduction of Update "Ixwa Strike" 2.
It agree, the useful message