Wot projectiles characteristics. WOT shells - HEAT shells, high-explosive, fragmentation, all types of shells. By maximum speed

Scatter circle

As already mentioned, the shells in the game do not fly exactly at the crosshairs of the sight, but within the circle of dispersion, the size of which depends on the particular weapon. Moreover, the chance that the projectile will hit any point of this circle is not equal, but its subordinate and the distribution of the Gauss. This means that the probability of hitting closer to the center of the sight is much higher than in the center of the aiming circle. Moreover, this distribution depends on the initial size of the circle of awareness and does not depend on the weapon used, not on the class of vehicle, not on paying for a premium account, not on the time of day and the phase of the moon.

By the way, the displayed scatter circle may differ from the one that is currently calculated on the game server. Usually, this is due to poor internet quality, here you can help by enabling the checkbox server sight in the game settings. However, they should not be used in other cases. The client sight, as a rule, is quite consistent with the server one, but slows down much less.

Shooting accuracy

The size of the scatter circle, which means the accuracy of World Of Tanks shooting depends on:
1. Basic accuracy of the gun.
2. The skill of owning the main specialty - tank gunner (it is additionally affected by the commander's skill, which is given to crew members, one percent of the skill, for every 10 percent of their ability to command).
3. Combat brotherhood and ventilation.
4. Additional rations, a box of cola and similar disposable, exemplary consumables.
5. Temporary increase in gun spread caused by tank movement.

Try to hit the center of the target offhand in the shooting range, it's not an easy task. Is not it? In order to accurately hit the target, you need to freeze, exhale, hold your breath and gently pull the trigger. Although shooting from a tank gun is much more difficult, in the game we only need to point the cursor at the target and wait a bit while the virtual tanker is virtually engaged in virtual aiming. At this time, the visible dispersion circle gradually decreases, when the mixing is completed and the circle has reached the minimum value for your tank, you can shoot, the chance to hit will be the highest.

A useful fact, as we have already said, in addition to the basic coefficient of aiming of the gun, only the basic skill of the gunner affects the accuracy of shooting at full aiming, and this influence is very noticeable. A good gunner from a bad gun will shoot better than an untrained gunner from an accurate one. Let's do some tests to demonstrate this. In the upper left corner, the results of firing from the Z-6-7 gun with the crew planted behind the tank for free are shown. So that the gunner has a skill of 55 percent in the profession. Further, the same gun, but the crew is trained to 100 percent. In the next window, the crew of the same tank received the maximum level of proficiency, ventilation, combat brotherhood and additional. rations And finally, for comparison, in the fourth window, the results of firing from a tank with one of the accurate guns in the STUK 72 M-70 game with a gunner who owns a specialty by 75 percent.

Yes, hard in teaching, easy in combat. A skilled crew may well offset the lack of accuracy of any weapon.

Mixing time

Modern tanks are able to stabilize the gun and automatically track the target chosen by the gunner, but the tanks of the beginning and middle of the last century, presented in the game, did not yet have such capabilities, and shooting on the move for most of them was not accurate or not at all possible. To simulate the movement of a real tank, in our game, when moving, when turning the turret, even when firing, the dispersion circle increases sharply and we have to wait until it narrows to the minimum value. Moreover, the higher the speed and rotation of the tower, the more the circle increases. The increase also depends on the chassis installed on the tank, which has its own undocumented spread coefficients when moving and turning. Detailed information about these coefficients can be found on the website of our information partner wot-news in the extended information about tanks section. Please note that the mixing time characteristic is erroneously called the speed of mixing, which introduces some confusion.

Let's take the American T-34 tank as an example. At the same aiming speed, the indicated time in the characteristics of the gun, three and four seconds, will be required for aiming if a tank with a hundred percent gunner accelerates at a certain reference speed and stops abruptly and begins to converge. And if you drive very slowly in first gear, then the spread circle will increase much less. Mixing after a stop will naturally end much earlier.

So, the convergence time does not depend on the following characteristics:
1. Appropriate characteristics of the gun.
2. From the possession of the gunner's specialty, which, as we remember, depends on the possession of the commander's skill, combat fraternity, ventilation and exemplary consumables.
3. Additional: the ability of the gunner and driver (main entrance and turret turn), from reinforced aiming drives and a vertical aiming stabilizer.

Let's take a closer look at the last point. In the theory of the enhanced drive, pickup and stabilizer differ quite significantly. The first increases the speed of aiming and the useful properties of shooting from a place, and the second reduces the circle of dispersion and is suitable for firing on the move. However, in practice their functions overlap.

The stabilizer, as follows from the description, is perfect for those tanks on which you shoot immediately. It significantly reduces the circle of dispersion when moving. And for tanks from which you are used to shooting from short dashes, but with full convergence, there is practically no difference between the drive and the stabilizer. Under equal conditions, from a smaller circle, the gun is reduced in the same time as from a larger one from a reinforced drive. Moreover, when shooting from a place, the stabilizer reduces the circle of spread after the shot, which is also a kind of movement. And in this case, mixing with a stabilizer takes less time than with drives.

So if your tank is equipped with a stabilizer for vertical aiming, then its use is more profitable than reinforced aiming drives. According to one of the game's developers, better known as Vader, this rule is generally true, except for a weapon with very slow aiming.

How to shoot correctly

Now let's give some tips on how to shoot better. We immediately say that in this series, we do not consider the techniques of any of the artillery. This is an independent and very large topic, which will have to be devoted to a separate program, or even more than one.

So the first thing is to get down. Of course, aimless shooting is sometimes necessary, but there are very few reasons for such shooting. This is useful on some light and medium, literally a few heavy tanks with good rate of fire and gun stabilization. Shells that, even at maximum speed, in most cases fall into the crosshairs of the sight, but if you are not sure about the gun of your tank, all the more so you know that they are not intended for firing on the move, it is better to stop in a more, less safe place and wait for complete convergence and deal damage.

Except when shooting on the move or shooting at opponents who get used to your tank from the side and drive back and forth making it difficult to aim, it is better to use a sniper scope. With a sniper scope, you will be able to figure out the weak zones of opponents and have a high chance of dealing damage, but you pay for this with a very narrow field of view. An enemy who literally appeared a couple of meters from your target may go unnoticed and, as a result, confident in the safety of shooting at you. Therefore, immediately after the shot, go to the usual arcade mode with the left shift button. This will allow you to assess the situation on the battlefield and change position, etc. Make this switch a habit and the benefits of it will not be long in coming.

By the way, to increase the rate of fire, converge shortly before the end of reloading, so that by the time the tank is ready for the next shot, you have time and finished aiming at the target.

I repeat once again, on some light, medium and even heavy tanks, on the move, especially in close combat, on the contrary, you should not use a sniper scope. Instead of targeting a weak point, you can overlook where your opponent is aiming or where you are going. At the same time, you should have some experience of shooting while moving, and it is better to shoot at the side or karma of the enemy. Because even poorly armored forehead tanks can ricochet many hits. You must understand that on the move the best guns can give a pass, in such a situation you should not expect to make a shot that will destroy the enemy. Hope for the best and expect the worst. By the way, when you are designed on the move, you can shoot on the auto sight. This will prevent the enemy following you from getting bored, will not let them focus on shooting at you, and you will get an extra chance to deal damage.

Remember the penetration zones of all tanks. Consider the angles of the armor and the work of the ammunition used. This item in World of Tanks is perhaps the most difficult. There are hundreds of tanks in the game and about most of them, at least at the levels you play, first of all, you need to know the maximum number of characteristics. Roughly speaking, even just knowing the penetration points of any opponents that you may encounter will increase your number of victories by 5-10 percent. Moreover, the more you know about the enemy, the easier it is to fight him. For example, knowing your enemy's reload time will allow you to take an extra shot at him, in turn speed - to spin him, view range - to choose a safe distance for shooting, and so on. Useful mods will help you with this - a booking panel with enemy reload time and World of tanks penetration zones.

If you have to shoot through the opaque vegetation at the silhouette of the enemy, before you shoot, feel for its accessible part. Moving the sight on the enemy tank, you will see that the border on it appears and disappears. It disappears when the cursor moves from the target to the obstacle blocking it. Thus, you can estimate which part of the enemy is available for a shot, and not waste the projectile, hitting the ground, or even an ally standing next to him.

This rule has exceptions. When you shoot through the gaps of another tank, including a destroyed one, the enemy's outline does not appear, but the projectile can still hit the target. And although it is a little unusual to shoot like that, it is often very useful.

When shooting at moving targets, take into account the speed of the projectile and take the appropriate lead. The speed is individual for each weapon and for each type of ammunition. And the necessary miscalculations will be carried out by your hands automatically as your experience grows, but this experience must be obtained. To get it, you just need to remember that you need to shoot at moving targets with a slight lead. Not into the tank itself, but to where it will be in a second.

When shooting at long distances, if the tank disappears from the light or when firing at a lead, a well-measured shot may miss. Why is this happening? At the beginning, we said that the projectiles in the game fly like in reality in a parabola. If you are aiming at an enemy tank, then the arc is calculated in such a way that the end is exactly at the point of the enemy you are aiming at. But when you're trying to hit an enemy that's moving or missing because of the light, your line may hit a surface far behind them. In this case, the trajectory will be calculated from the calculation of this distant point that is shown by the sight. And the projectile will go above the enemy. It is very difficult to give simple and universal advice on how to shoot in this case. Therefore, if you see that the aiming point is far behind your target, and you cannot change this, wait for the enemy to light up again so as not to waste your shot and time.

Let's summarize.
1. Mix up!
2. Use a sniper scope.
3. But know how to shoot from the arcade mode.
4. Remember the penetration points and characteristics of all tanks.
5. Use the silhouette of the enemy tank to find its accessible parts.
6. Shoot ahead of moving targets.
7. Enemies missing from the light, sometimes it's better to wait ...

So, in this program, we figured out how shooting works in World Of Tanks, learned how to increase accuracy and reduce aiming time, how to shoot at the enemy better. In the next series, we will see what happens when there is a hit in armor-piercing, sub-caliber, high-explosive and commutative shells.

Before the start of the battle, shells must be loaded into the tank. Without them, the tank will not be able to shoot and, accordingly, will be useless. The number of shells that can be loaded into a tank depends on the type of tanks in WoT, or rather on the type of gun (caliber) and turret. Different types of projectiles have different properties.

Regular projectiles

Armor-piercing (AP) shells

Armor-piercing shells are the main type of shells that can be fired by almost any weapon. This projectile deals damage only in case of armor penetration enemy (accompanied by the messages "Penetration" and "There is a penetration"). Also he can damage modules or crew, if it hits the right place (accompanied by the messages "Hit" and "There is a hit"). In the event that the projectile's penetrating power is not enough, it will not penetrate armor and will not deal damage (accompanied by the message "Did not penetrate"). If the projectile hits the armor at too sharp an angle, it will ricochet and also do no damage (accompanied by the message "Ricochet").

High-explosive fragmentation shells - have the biggest potential damage, but insignificant armor penetration. If the shell penetrates the armor, it explodes inside the tank, dealing maximum damage and additional damage to modules or crew from the explosion. A high-explosive fragmentation projectile does not have to penetrate the target's armor - if it does not penetrate, it will explode on the tank's armor, causing less damage than when it penetrates. The damage in this case depends on the thickness of the armor - the thicker the armor, the more damage from the explosion it extinguishes. In addition, tank shields also absorb damage from explosions of high-explosive shells, and the slope of the armor does not affect, nor does its reduced value. High-explosive shells can also damage multiple tanks at the same time, as the explosion has a certain range. Tank shells have a smaller high-explosive action radius, self-propelled gun shells have a maximum one. It is also worth noting that only when firing high-explosive shells there is an opportunity to receive the Bombardier award!

Sub-caliber (BP) shells

Sub-caliber shells are the main type of shells for most tier 10 medium tanks, some tier 9 medium tanks and light T71 , M41 Walker Bulldog , as well as M4A1 Revalorisé , IS-5 , IS-3 with MZ , T26E5 . The principle of operation is similar to armor-piercing. They are distinguished by increased armor penetration and a higher projectile flight speed, but they lose more in penetration with distance and have lower normalization (they lose their effectiveness more when firing at an angle to the armor).

Improved Projectiles

Sub-caliber (BP) shells

Sub-caliber shells are the most common premium shells in the game, installed in almost any weapon. The principle of operation is similar to armor-piercing. They are distinguished by increased armor penetration, but have lower normalization (they lose their effectiveness more when firing at an angle to the armor).

Cumulative (CC) projectiles

What are cumulative projectiles? These are improved shells for many tanks in the game, with the exception of shells for the top gun of the T49 light tank and the Ikv 103 tank destroyer, which are not improved. Their penetration is noticeably higher than that of standard armor-piercing shells, and the damage dealt is at the level of armor-piercing shells for the same gun. The penetration effect is achieved not due to the kinetic energy of the projectile (as in an AP or BP), but due to the energy of a cumulative jet formed when an explosive of a certain shape is detonated at a certain distance from the armor. They are not subject to the normalization rule, three calibers, and do not lose armor penetration with distance, but quickly lose armor penetration when they hit the screen.

A detailed device of the cumulative projectile is presented on Wikipedia.

High-explosive (HE) projectiles

These shells differ from conventional high-explosive shells either by a larger explosion radius (when playing on self-propelled guns) or increased armor penetration (HESH shells on some British guns). It is also worth noting that only when firing high-explosive shells is it possible to receive the Bombardier award.

Armor-piercing (AP) shells

Armor-piercing premium shells are found on several vehicles in the game and differ from regular armor-piercing shells either by increased armor penetration at the same damage ( 152 mm M-10 ( "type":"Cannon", "mark": "152 mm M-10", "data": ( "Level": "VI", "Penetration": "110/136/86 mm", "Damage" : "700/700/910 HP", "Average damage per minute": "1750/1750/2275 HP/min", "Rate of fire": "2.5 rounds/min", "Reload time": "24 s", " Spread": "0.6m/100m", "Adjustment": "4s", "Weight": "2300kg", "Price": "60000" ) )) and most of the guns of Japanese tanks, or lower armor penetration with higher damage ( 130 mm B-13-S2 ( "type":"Gun", "mark": "130 mm B-13-S2", "data": ( "Level": "VIII", "Penetration": "196/171/65 mm", " Damage": "440/510/580 units", "Average damage per minute": "1650/1913/2175 units/min", "Rate of fire": "3.75 rds/min", "Reload time": "16 s" , "Dispersion": "0.38 m/100m", "Adjustment": "2.9 s", "Weight": "5290 kg", "Price": "147000" ) )).

Penetration rules for HEAT rounds

Update 0.8.6 introduces new penetration rules for HEAT shells:

  • A HEAT projectile can now ricochet when a projectile hits armor at an angle of 85 degrees or more. When ricocheting, the armor penetration of a ricocheted HEAT projectile does not drop.
  • After the first penetration of the armor, the ricochet can no longer work (due to the formation of a cumulative jet).
  • After the first armor penetration, the projectile begins to lose armor penetration at the following rate: 5% of the armor penetration remaining after penetration - per 10 cm of space traversed by the projectile (50% - per 1 meter of free space from the screen to the armor).
  • After each penetration of the armor, the armor penetration of the projectile is reduced by an amount equal to the thickness of the armor, taking into account the angle of the armor relative to the projectile's flight path.
  • Now the tracks are also a screen for HEAT rounds.

Ricochet change in update 0.9.3

  • Now, when the projectile ricochets, the projectile does not disappear, but continues its movement along a new trajectory, and the armor-piercing and sub-caliber projectiles lose 25% of armor penetration, while the armor penetration of the HEAT projectile does not change.

Shell tracer colors

  • High-explosive fragmentation - the longest tracers, a noticeable orange color.
  • Sub-caliber - light, short and transparent tracers.
  • Armor-piercing - similar to sub-caliber ones, but noticeable better (longer, lifetime and less transparency).
  • Cumulative - yellow and the thinnest.

What type of projectile to use?

Basic rules when choosing between armor-piercing and high-explosive fragmentation shells:

  • Use armor-piercing shells against tanks of your level; high-explosive fragmentation shells against tanks with weak armor or self-propelled guns with open cabins.
  • Use armor-piercing shells in long-barreled and small-caliber guns; high-explosive fragmentation - in short-barreled and large-caliber. Using HE shells of small caliber is pointless - they often do not penetrate, therefore - they do not cause damage.
  • Use high-explosive shells at any angle, do not fire armor-piercing shells at a sharp angle to the enemy's armor.
  • Targeting vulnerable areas and shooting at right angles to the armor is also useful for HE - this increases the likelihood of breaking through the armor and taking full damage.
  • HE shells have a high chance of inflicting low but guaranteed damage even with no armor penetration, so they can be effectively used to break a hold from a base and finish off opponents with a small margin of safety.

For example, the 152mm M-10 gun on the KV-2 tank is large-caliber and short-barreled. The larger the caliber of the projectile, the more explosive it contains and the more damage it does. But due to the short length of the gun barrel, the projectile flies out at a very low initial velocity, which leads to low penetration, accuracy and flight range. Under such conditions, an armor-piercing projectile, which requires an accurate hit, becomes ineffective, and a high-explosive fragmentation should be used.

Detailed view of projectiles

Hello, this is the second issue of the Golden Bolt program, about the nuances and tricks of the World Of Tanks game. Let's not waste time, let's go!

But did you know that from the same gun, shells fly out at different speeds?

Their speed does not depend on randomness, it is constant. The developers took pity on us in this matter. You can easily shoot, making a lead depending on the speed of the enemy and the distance to him. But the speed depends on the type of projectile, and not only the speed.

Each type of projectile has its own peculiarity. In total, the game features 5 types of shells: 2 types of basic (armor-piercing and high-explosive fragmentation) - bought for silver and 3 types of premium (sub-caliber, cumulative, high-explosive fragmentation (prem)) - bought for gold. But after the release of patch 0.7.5, for proper balancing, for many MT (medium tanks) of level 10, sub-caliber shells became available for silver, retaining all the advantages of a premium shell.

I decided to test all these types of projectiles for their speed. To do this, I needed all the shots in 16x (16x) slow motion with a frequency of 30 frames per second and count the number of frames spent on the flight of each projectile. The range to the target was 200 meters.

The results are interesting. The flight of an armor-piercing projectile took 136 frames, and the approximate speed of the projectiles was 706 ms. The flight of the sub-caliber took only 88 frames, and the approximate speed of the projectiles was 1092 ms. The test of other types of shells showed a speed identical to armor-piercing ones. I want to draw your attention to the fact that the numbers indicated in this video were obtained empirically and may not correspond to the real characteristics. But it is quite obvious that sub-caliber shells fly much faster than other types, due to which they have greater armor penetration. It is worth considering this when shooting at a long distance at a moving target, because the lead should be taken no less than, for example, shooting with armor-piercing ones.

But that's not all I wanted to tell you about shells in this issue. There is another type of premium shells that have normal speed, but like sub-caliber shells, high armor penetration. And another feature of this type of projectile is that it never ricochets. This is a cumulative projectile.

The fact is that when it comes into contact with an obstacle, an explosive is detonated and a cumulative jet burns through the armor at high speed. Therefore, you will never hear the word “ricochet” from the crew commander, although at very extreme angles you can hear the phrase “armor is not broken”, even from the most lightly armored tanks, which shocks many players: “How could a flea not be penetrated by a premium shell ? But knowing the mechanics of the game, you cease to be surprised at this.

Also, high-explosive shells never ricochet, they have significantly lower armor penetration, but the highest potential damage in case of penetration. And in case of non-penetration, the projectile simply explodes outside the tank, causing damage in the radius of the explosion. Moreover, the thinner the armor, the more damage he will receive. And if the armor within the fragmentation radius is extremely large, then you can even hear from the crew commander “didn’t break through”, which also causes a storm of indignation among many players who did not expect such a catch from a high-explosive shell.

Of course, this is not all that can be said about shells, but I did not have such a goal. The main thing is that from this short issue you have learned something new and useful about the game.

The next issue will be really hot, because we will talk about the fire and everything connected with it.

The speed of the projectile in WOT needs to be known in order to more accurately shoot ahead of time from long distances. There are 4 types of shells in World of Tanks, which can be both regular and improved (for gold):

  • Armor-piercing (BB, BS),
  • Sub-caliber (BP),
  • Cumulative (CC),
  • High-explosive fragmentation (HE).

Each type has its own flight speed, which is measured in meters per second (m/s or msec ).

How to view WOT projectile speed

The game itself does not provide this option. Players have repeatedly contacted the Wargaming support center with questions, but in response they received only superficial information from the developers:

The fastest shells are sub-caliber shells, the slowest shells are HE shells, and a little faster than HE shells are cumulative shells.

Online check

And yet, the speed of the projectile can be viewed on special sites. In addition to this parameter, they generally show everything about tanks - all known characteristics.

  • Tanks.gg- English speaking service. Just select a tank and look at the item " Shell velocity "- this is the speed of the projectile.
  • tank-compare.com- WOT tank comparison service in Russian. Choose a nation, type of equipment and a specific tank.

It is important to understand here that no one guarantees the accuracy of the data of these sites (as well as any others), since the speed of the projectile was measured manually by the players (read more about how this is done). Therefore, if you see or hear the term “projectile velocity” in any YouTube video, know that this is not an exact value, and there may well be an error of 1-10% depending on the quality of the measurement.

Projectile speed mods

For World of Tanks, there are 2 popular modifications from Ekspoint on this topic.


No one is currently compiling WOT projectile speed tables, since data can be obtained from online services and thematic mods.

How to measure projectile speed in WOT

Externally, the speed is measured as follows.

  1. Shooting at a fixed distance is recorded on video with 30-60 FPS. It is desirable to fire several shots to reduce the statistical error.
  2. Then the resulting video is slowed down and the speed of the projectile is calculated depending on the number of frames during which it flies to the target. For example, if the projectile travels a distance 100 m behind 27 frames at framerate 60 FPS, so he spends 27/60 = 45 s. Knowing this figure, we can calculate the speed of movement using the school formula V (speed) = S (path) / t (time) . We get 100 / 0.45 = ~222.22 m/s.
  3. To get more accurate results, it makes sense to calculate several (3-5) shots and calculate the arithmetic average.

How to quickly calculate lead in combat

Exactly - no way. For this you need to know moving target distance And projectile speed . You can get this data from the mods suggested above. But in addition to them, you also need to know target direction angle and calculate the result using a complex geometric formula in 1-2 seconds. Offhand, this cannot be calculated, unless you are a genius of higher mathematics or a human calculator ...


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Armor penetration in WoT: theory, features and differences from reality.
Part one: projectiles and their characteristics

The confrontation between armor and guns is one of the foundations of our game, which is why the mechanics of interaction between shells and armor plays a key role in World of Tanks. It seems to an inexperienced player who is just starting his way in the game that there is nothing complicated here - the blank flies at the target, and depending on its armor penetration, it deals damage or the tank remains unharmed. But over time, the player has a lot of questions - why the same shell does not always pierce the armor of the same tank, why shells ricochet, why shells do not pierce tanks at a long distance, and many others.

There are answers to these questions, and to find them, you need to consider in detail the theory of armor penetration in WoT. It is this theory that we want to talk about here.

Some remarks and terminology

Before proceeding directly to the theory, an important note should be made: WoT is not a tank combat simulator in its purest form, therefore, simplified mechanics are used in the game. First of all, this concerns the implementation of the projectile, the calculation of its flight path, interaction with armor and ricochets. On the other hand, the developers made an attempt to bring the mechanics of the interaction of a shell with armor closer to reality, which is reflected in the spread of penetration, in the drop in penetration with distance, the interaction of shells of various types with armor, etc.

To understand armor penetration theory, there are a few important concepts to remember.

The angle of entry of the projectile. Under this concept, the angle measured between the normal drawn to the tangent and the projectile velocity vector is taken specifically at the point where it touches the armor. Here, we must immediately warn of the confusion that often arises: when the projectile velocity vector coincides with the normal, the angle is taken as 0 °, although in fact the projectile hits the armor at an angle of 90 °. This should always be taken into account and understood that 85 ° is not an almost direct entry of the projectile, as one might think, but on the contrary, an almost parallel span, guaranteeing a ricochet.

Normal. This is a perpendicular to the tangent drawn through the point of the armor at the location of the projectile. The most simple normal is on a flat armor plate - this is its perpendicular. On curved surfaces, to find the normal, you first need to draw a tangent (remember the school geometry course), and only then draw the normal.

Projectile velocity vector. This is the direction of the projectile at each point in its trajectory. The need to use the velocity vector is due to the fact that the projectile does not fly in a straight line, but along a ballistic trajectory, which is an arc (in the game it is represented as a parabola). This arc cannot be used for calculations, but a vector can.

ballistic trajectory of a projectile. In our reality, the calculation of the ballistics of a projectile is very complicated, it includes taking into account the many forces and moments acting on a flying projectile - air resistance, taking into account the rotation of the globe (Coriolis force), aerodynamic indicators of the projectile itself, wind characteristics, the presence of rain, the projectile's own movement (rotation around the axis, deviation), etc. It is simply impossible to calculate all these forces in the game, so the flight of projectiles in WoT is modeled according to the simplest ballistic trajectory, taking into account only the force of gravity. This path is a parabola, at each point of which the flying blank has a different velocity vector, which is taken into account when calculating its interaction with the armor.

Reduced armor thickness. This is the actual thickness of the armor that a projectile has to overcome when it enters at one angle or another from the normal. For example, if a 100 mm armor plate is hit at a 45° angle, the projectile will have to cover a little more than 141 mm.

Screen and main armor. The type and characteristics of the armor are “written” in the collision model of each vehicle, and depending on the type of armor, the scenario of the development of events is selected: when it hits the screen, the penetration of the projectile drops by 5% for every 10 cm of the path, upon contact with the main armor, the rule comes into force 10 gauge. This is discussed in detail in the second part of the article.

What is a projectile in WoT

To simplify the calculations as much as possible, it is assumed that the projectile in our game is a material point with zero dimensions. That is why shells can fly through gaps of any size, the main thing is that such gaps should be present in tank collision models and map textures. But on the other hand, such shells do not leave holes in the armor, so in the game it is impossible to stuff a bunch of shells into one hole.

However, despite this simplification, the projectile can be assigned to one of four classes - armor-piercing (AP), armor-piercing sub-caliber (AP), high-explosive fragmentation (HE) and cumulative (KS). Moreover, all shells have five main characteristics:

Basic armor penetration;
Base damage;
Damage to internal modules (hidden projectile parameter);
Flight speed at the beginning of the trajectory (from the muzzle);
Normalization.

Some of these characteristics are the same for all types of projectiles, while others are characteristic only for certain types of projectiles. We will point this out when considering individual characteristics and mechanics.

armor penetration

Every projectile in the game has a base armor penetration that can randomly vary by +/- 25%. That is, for a projectile with a penetration of 100 mm, the spread is from 75 to 125 mm. This rule applies to all types of projectiles.

There are several rules for armor-piercing and sub-caliber shells:
The base breakdown is observed only at a distance from 0 to 100 meters;
At a distance of 100 meters, the armor penetration of shells decreases linearly (this indicator is not the same for shells of different calibers and types, for sub-caliber shells the drop in armor penetration is greater, for APs - less, on average, at 500 meters, the breakdown decreases by 3 - 15%);
Projectiles from low-level machine guns and automatic cannons completely lose penetration at 400 meters (before patch 9.8, the limit was 350 meters).

At the same time, high-explosive fragmentation and cumulative shells do not lose their penetration with increasing distance.

The differences between the penetration of different types of projectiles are due to the unequal physical principles underlying these projectiles. Ordinary AP and BP shells pierce armor due to the stored kinetic energy (in fact, it is a stone thrown at high speed), and since the projectile's speed decreases with distance, its kinetic energy also decreases - hence the drop in armor penetration. High-explosive fragmentation shells are bombs with fuses that fire on contact with armor, for them the speed of meeting an obstacle does not matter, therefore, both at the gun’s edge and at a distance of 700 meters, the penetration of an HE shell is the same. HEAT shells also fire upon contact with armor, regardless of the speed of the meeting, and their penetration is due only to the penetration of the HEAT jet, and has nothing to do with the flight range.

By the way, very often players complain that the randomization of projectile penetration at 25% is too much and does not fit well into the game. In reality, the problem lies much deeper, and such a spread allows you to not take into account parameters such as the quality and structure of the armor in the game. In reality, the projectile and armor are made of different alloys, and in some cases, when a projectile hits a tank, it can simply collapse or deform - in this case, no penetration occurs, and the spread of penetration exceeds 100%. This state of affairs in the game is unacceptable, so the developers artificially limit the spread of penetration, and our armor and shells are “spherical in a vacuum” (that is, ideal, they do not take into account the material and its characteristics). If we played according to real mechanics, then the indignation of the players would reach cosmic proportions.

Projectile normalization

This is one of those parameters that cause heated debate, but it cannot be ignored - normalization exists and is used in real shells. Normalization is the angle of the projectile's return (reduction of the angle to the normal) in case it did not ricochet. Normalization is due to the fact that projectiles with a blunt end, as it were, “bite” the armor when they meet it at an angle and do not turn a certain angle. Since the angle between the projectile velocity vector and the normal decreases during normalization, the reduced armor decreases, which means that the probability of penetration increases.

For different types of shells, the normalization value is not the same:
For conventional armor-piercing shells - 5 °;
For sub-caliber shells - 2 °;
All cumulative and OF have no normalization.

Thus, for conventional AP shells, upon impact with inclined armor, the probability of shell penetration is the highest, since due to normalization, a significant decrease in the thickness of the reduced armor can occur. The normalization of AP shells is less, so the change in the reduced armor for them is insignificant, which often results in non-penetration. But for HE and KS there is no normalization, therefore for them the reduced armor is calculated only by the angle of entry.

It is important to note that the rule of 2 calibers, which is practically unknown to players, operates in the game. If the projectile caliber is 2 or more times greater than the armor thickness (real thickness, not given) at the entry point, then the final normalization is calculated by the formula: final normalization = basic normalization * 1.4 * projectile caliber / 2 * armor thickness.

That is, if you launch a projectile with a caliber of 122 mm with a normalization of 5 ° into armor with a thickness of all 60 mm, then its normalization becomes a little more than 7 °. So large-caliber shells are more likely to penetrate thin armor, which in certain cases (for example, when high-level tank destroyers or TTs meet with light tanks) brings the game closer to reality.

The game mechanics is such that normalization is taken into account every time when breaking through the screen armor, when breaking through the main armor and ricocheting. That is, if the projectile hits the screen, then normalization is taken into account when it breaks through, and if there is main armor behind the screen, then normalization is taken into account a second time. This parameter is also taken into account if the blank hits the armor or screen again during a ricochet.

However, there is one interesting trick here, which the developers resorted to in order to simplify the calculations: normalization is used only for calculating armor penetration, but it does not change the trajectory of the projectile in the armor and in the reserved space. In reality, the projectile, due to normalization, somewhat changes the path of its movement, due to this, in fact, the reduced armor decreases. In our game, the projectile travels the same path as without normalization, but the thickness of the reduced armor is considered to be less than it is - this makes calculations easier and does not force servers and clients to process large amounts of information.

Projectile ricochets

Ricochet is a special topic and a special problem that developers have been solving for a long time, but even today it still gives a headache.

In general, the ricochet rules are simple:
The ricochet angle for AP and AP shells is set to 70° (again, the angle is measured relative to the normal);

The ricochet angle for the CV is set at 85° (previously, the CV did not ricochet at all);
HE shells never ricochet.

When performing ricochet calculations, normalization is not taken into account; it is included in the calculations only at angles less than 70° for BB and BP, and less than 85° for CS.

The ricocheted projectile continues its flight, however, at present, the trajectory of the movement of the ricocheted projectile is determined randomly, which in some cases is very surprising. Until recently, a ricocheted projectile could move only within one tank (for example, ricochet from the VLD to the lower part of the gun mantlet, from the MTO cover to the rear of the turret, from the side armor plate to the fender, etc.), but recently, shells can ricochet into other tanks, damaging them.

Ricocheted projectiles have base normalization, but their penetration is reduced by 25%. At the same time, for one projectile, a second ricochet is also possible, but in this case, after a rebound from the armor, it simply ceases to exist. In the case of a ricochet of a cumulative projectile, there is no drop in armor penetration.

The game is contradictory 3 gauge rule c, which states: if the caliber of the projectile is 3 or more times greater than the actual (not given) thickness of the armor at the calculated entry point, then the probability of ricochet becomes zero. Simply put, for large-caliber projectiles, it makes no difference how it meets with thin armor - penetration will still occur. This rule applies only to AP and AP shells, HE shells explode on armor at any angle (although reduced armor is taken into account for them anyway), and CCs ricochet according to the usual rule.

Now, knowing about the shells and some of their characteristics, we can consider the mechanics of armor penetration - read about this in the second part.