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1. Ballistics
Basically, the game uses the same form of ballistics calculations for large projectiles as for small arms. This means that we are tracking the actual flight-path downrange. 2. Armor locations [Layouts now in the media section of the website] T-34 consists of 21 plates, plus the driver hatch and gun mantlet. The mantlet and turret are cast steel, while the rest is RHA (rolled homogenous armor). The Soviets tended to use very high hardness steel, which is a good thing against lighter rounds, but lacks ductility and actually makes it more vulnerable against heavier rounds (such as the Panzer IV's 75mm). In addition, there are the turret vision slits as potential targets. Panzer IV is a more complex shape, totaling 45 plates. The Germans used mostly RHA, with some of the key plates in the 30-50mm range being faced hardened (FHA) to a depth of about 5mm. The intention with FHA was to provide a harder outer face, to defeat smaller projectiles, while the remainder of the plate provided more ductility to defeat larger rounds. Also modeled are areas like the vision slits, with the armored glass behind them. In game, each plate is modeled in its correct place and angle. Using the ballistics calcs, we can work out the actual velocity and angle the projectile hits the plate at. 3. Key hit locations T-34: http://www.heroesofstalingrad.com/wp...t34_page_2.jpg
http://www.heroesofstalingrad.com/wp...z24_page_2.jpg
4. Penetration calculation This gets complicated! KEY POINT: here is a thing that most people don't realize about armor penetration... it is all probabilistic at core. People rush off and hunt down "penetration tables", but you need to go back to the actual data measurements to understand what is going on. For instance, the Germans look for the "limit velocity" at which 3 out of 5 (or 5 out of 7, depending on caliber) rounds penetrate a test plate. They then took that number and created all those nice penetration tables from them, not the other way around! They do that to give their gunners a ready-reference guide, but it is NOT absolute. For simplicity, we generate a Penetration:Resistance ratio and plot the results as a bell curve. We take anything below a certain point as an "undermatch", which will never penetrate and any result above a certain point as an "overmatch" which will always penetrate. Anything in between will generate a PROBABILTY that the round will penetrate - and we compare to a random number for those cases. Probability theory at work. It is NOT absolute - even in German testing, they were looking for the point where the "majority" of rounds penetrate. So, about how it works... we hold/calculate a whole bunch of data on the incoming round and the plate that is hit: For the round/projectile:
T-34 round impacting Panzer IV upper front hull plate (beside the driver's front view slit) at 300 meters: The round is a 76mm round, impacting at 603m/s, actual angle of impact 33 degrees (plate is at 5 degrees off the vertical, flat ground, tank angled at about 30 degrees). The plate is 50mm FHA, overall hardness BHN 357.
Any projectile that penetrates intact is tracked to see what it hits inside the tank, through the key hit locations. If a round shatters as it penetrates, then it will enter the tank as shrapnel. A round that almost penetrates may also spall pieces of steel off the inside face of the armor, which is also treated as shrapnel. Interior components can all be damaged or destroyed (depending on server settings). A level of "general damage" is also applied, which goes towards a general starting of fires - and usually guarantees that a tank can't take more than 3 or 4 penetrating hits without blowing up. Assuming that an earlier penetrating hit hasn't lit up the fuel or engine, or set off an explosion in the ammo stores... 6. Sources & References Before all the "debates" start about what is "right" and "wrong", we'll just explain a little about some of the rationale and the sources. First question: "Why not just use the equations given by DeMarre/Krupp/Nathan Okun/Someone else?" Because most of those people created equations (some around 140 years ago) to handle specific naval gunnery problems. There is actually only a relatively brief period of about 8-10 years when people were researching the effects of AP projectiles against RHA targets. There wasn't much research being done prior to about the mid-1930s - and after 1945 almost everything changes gear and starts to deal with APCR/HVAP projectiles, that become "long rod penetrators", and HEAT/SCW rounds impacting modern steel armors, then composites and reactives. Willi Odermatt largely owns that - and should we do a modern version, his equations will be at the top of my list! So, given that we also need math that will cope with every single impact, varying angles, plate and round types, ogive shape and all the rest of it, we had to derive our own. A lot of thanks go to people on our own forums, as well as on Tanknet, who's brains we have picked over the years. These include people like Paul Lakowski, Jeff Duquette and many others. It is a tortuous process, as we have to deal with all possible impacts, but keep the calcs to something manageable within a game. We think we have a decent compromise this time! One of the key works is "World War II Ballistics: Armor and Gunnery", by Lorin Rexford Bird and Robert Livingston (private publication, long since out of print). But there are plenty of debates about flaws in that work - and pretty much any other, so you have to try and work it out for yourself a good chunk! Add in sometimes-defunct websites like Guns vs Armor and other sources of data - Jentz oft-quoted. The full list of sources used we can show separately - it is long! But some key pieces:
Just for fun - where do I aim for? If it is a front-on shot at either tank, I'll look for the ground angle to help me out. Catch either coming down a slope at you and the Pz IV's front hull roof armor is exposed, while the T-34's glacis is suddenly at a less acute angle. Alternative is lower hull plates if I can get at them. After that, the gunner's side of the mantlet on either tank, if the range is relatively close. Failing any of those, I'll be backing off! If you get a shot at the T-34 from the side, I go low, between the second and third road-wheels, for the ammo storage in the hull floor. Pretty much the same for the Pz IV, aiming for the main fuel tank (gasoline, more likely to brew it). |
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#2
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Thanks for the info Alan!
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#4
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Nice effort Alan..... Thank you.
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#5
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That was a pretty interesting read. I'm horrible at using tanks in this game so I tend to avoid them, but one day I might try to figure them out.
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INTENSIFY FORWARD FIREPOWER!!!!!!!! |
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#6
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Wow, fun to read despite having no practical use for me, especially since I have my own sweet spots.
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#7
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Interesting read. You should patent this, TWI
![]() Regarding this: Quote:
Also, just to get an idea, how much of these calculations were not present in RO1?
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aka Wakke |
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#8
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Does any of this go towards explaining the extreme effectiveness of the AT rifle against the T-34 turret particularly? It simply shouldn't penetrate
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#9
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Thanks for the examples, would love to see one with the AT rifles too!
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#10
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sorry, i don't know much about tanks here so humour me a little, but what would be the purpose of having an AT rifle that can't penetrate tank armour?
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In-game name: burt |
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#11
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Quote:
![]() Unless you hit the top armor of the T34, it should be impervious in reality. PzIV tough. Side armor at 100 meter-ish, rear at 200-ish. Top armor is like butter. Also, APCs will be included in the game in time, thats where AT rifles will really shine.
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♫Когда поют солдаты - Спокойно дети спят♫ |
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Quote:
Quote:
AT rifles were designed after the first world war, in the 1920s, to combat the armor around at the time (15-30mm). They were really obsolete by 1942, but remained in service, mostly just because they existed. But they are useful against weak spots... |
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#13
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Nice write up, so much info ._. too much to handle :P
And sweet! Glad to see you fixed the AT Rifle OP-ness :3 |
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#14
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Quote:
Excellent read! Diagrams confirm what I've already been aiming at, which is good, I suppose. Thanks for taking the time to put this together! ![]() I'm afraid I'm a little unclear about how fires are modeled. As far as I know, it doesn't seem like there's any way to tell if your tank or an enemy tank is brewing up. Fantastic post, though! Also, do tanks still spontaneously blow up every so often if you machine gun an unhatched crewman?
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Classic forever. Last edited by Nikita; 05-23-2012 at 03:21 PM. |
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#15
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I want to thank you for writing this for us. I hope that more players comes to the gumrak map.
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Intel I7-920 - 2,67ghz, 6 gb ram, nvidia gtx 560 TI twin fan 2gb, win7 64bit - Creative X-FI Xtreme soundcard. |
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#16
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Nice write up and thanks for the explanation. Makes sense to me, and props because you guys definitely did your homework.
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#17
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Quote:
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#18
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This is exactly the data I was looking for - thanks
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This has now been added to the Tripwire Wiki: http://wiki.tripwireinteractive.com/index.php/RO2_Tanks
Now as a reminder, we have a wiki! Help us populate it with good material!
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![]() Pretty, what do we blow up first? - Myn Donos |
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#20
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Damn thank for the detailed info!
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