Jump to content


Detail Page: Armour Angles


  • Please log in to reply
62 replies to this topic

dayofdoom33 #41 Posted Oct 20 2013 - 18:31

    Corporal

  • Players
  • 8051 battles
  • 10
  • [ARMDA] ARMDA
  • Member since:
    06-11-2011
I've been playing for some time, and I never got to know why my kv-1 or kv-2 could eat up guns with side scraping, could someone explain that to me?

The_Chieftain #42 Posted Oct 20 2013 - 18:51

    Military Specialist

  • Administrator
  • 10262 battles
  • 9,633
  • [WGA-A] WGA-A
  • Member since:
    09-08-2011
Magic  tracks,  mainly.

dayofdoom33 #43 Posted Oct 20 2013 - 19:37

    Corporal

  • Players
  • 8051 battles
  • 10
  • [ARMDA] ARMDA
  • Member since:
    06-11-2011

View PostThe_Chieftain, on Oct 20 2013 - 18:51, said:

Magic  tracks,  mainly.
That would explain A LOT.
Thanks Chieftain! Time to go make players rage in my s-51

T92_LT #44 Posted Oct 20 2013 - 23:36

    First lieutenant

  • Beta Testers
  • 8993 battles
  • 812
  • Member since:
    07-09-2010

View PostPoinciana, on Oct 19 2013 - 21:47, said:

What is co-sin? How do I find it's value?
Actually it is cosine and not "co-sin".

srmalloy #45 Posted Oct 21 2013 - 04:34

    Staff sergeant

  • Players
  • 4251 battles
  • 376
  • [LOCAD] LOCAD
  • Member since:
    03-26-2011

View PostStrilight, on Oct 20 2013 - 18:22, said:

Ooh. Now I want to know more about shot traps. I know the Panther Ausf G had the square chin turret just to solve the problem, because appearantly it was serious enough.

A shot trap is simple enough; it's just a configuration of the armor where a penetrator hitting one part of the tank will be deflected into a different (and much less well armored) part of the tank. For example, while the front upper hull armor of a Panther was 80mm at 55°, the deck armor was only 16mm; while a shell hitting the glacis plate would have to penetrate an effective 139mm of armor, a shell glancing off the bottom of the mantlet and hitting the deck armor at a 45° angle would only have to penetrate an effective 21mm of armor -- a much easier task.

Some shot traps are unavoidable -- whenever a turret expands to overhang the engine deck, as one case, the underside of the turret bustle has to be raised enough to clear any elevated parts of the deck, creating a situation where, at some point, the underside of the turret bustle has to angle down to meet the turret ring. The T-34/85 was an example of a more general flaw; its turret, which bulged above the T-34 hull's turret ring instead of being flat to the deck like the Panther's turret, created a shot trap all the way around the turret. With the T-34/85, a shot into the undercut of the turret would guide the shell down into the turret ring, rendering it more vulnerable to having the turret seize.

General_Tiberius #46 Posted Oct 21 2013 - 08:10

    Major

  • Players
  • 8628 battles
  • 11,367
  • [ANZIO] ANZIO
  • Member since:
    04-17-2011

View PostErich2142, on Oct 19 2013 - 18:43, said:

Some useful information for the new comers. I just wish it was there when i joined 2 years ago.

i wonder how many of us auto-aimed back then

:P

General_Tiberius #47 Posted Oct 21 2013 - 08:11

    Major

  • Players
  • 8628 battles
  • 11,367
  • [ANZIO] ANZIO
  • Member since:
    04-17-2011

View PostThe_Chieftain, on Oct 20 2013 - 18:51, said:

Magic  tracks,  mainly.

the KV-4 obviously practices black magic. those treads must have made an unholy pact with the RNG gods, they eat 183 shells for Serbs sake!

Azyur #48 Posted Oct 21 2013 - 15:53

    Staff sergeant

  • Beta Testers
  • 19749 battles
  • 448
  • [MOB] MOB
  • Member since:
    01-25-2011

View Postmilitant83, on Oct 20 2013 - 13:24, said:

... using teamwork and focusing your fire are far more important frankly.  When it comes to pub matches its what drives most legitimate Clan players insane.  The inability of the vast majority of average players to have any comprehension of what it is to work with another tank beside them, regardless of whether they are platooned, share coms, etc....

Clearly, we are in agreement. I think, many, veteran, players would really like to see basic team based skills taught to the public game masses. Articles and tutorials from WGA, which emphasize the critical skills of cooperation and focused fire, would be most welcomed and are encouraged.

Vox_Mortis #49 Posted Oct 21 2013 - 16:00

    Corporal

  • Players
  • 784 battles
  • 28
  • [MOB] MOB
  • Member since:
    07-25-2011

View PostNutrientibusMeaGallus, on Oct 20 2013 - 09:54, said:

"You can eyeball the thickness of the glacis armour for yourself, but it’s somewhere just over 2”, let’s say 60mm. Doesn’t seem like much, until you realize that the armour is sloped at about 82 degrees from the vertical, making it equivalent to some 430mm of armour from a shell impacting from a trajectory parallel to the ground."

   What about when that round continues on with little to no deformation or energy dissipation and hits the turret/turret ring/gun above it? Why don't we ever see that realistic effect?

no doubt

Vox_Mortis #50 Posted Oct 21 2013 - 16:05

    Corporal

  • Players
  • 784 battles
  • 28
  • [MOB] MOB
  • Member since:
    07-25-2011

View PostTony93, on Oct 20 2013 - 01:55, said:

Not to be a boner or anything but i feel as if angleing has become useless with everyone useing gold now at teir 10 now the only tank i can actually bonce shells in now is my IS-4 and even then its hard to cuz gold rounds have 400 pen....just saying

+1

sure would like seeing premi rounds become endangered species again at least make  the bonus a fixed percentage boost over normal but thats just my opinion

baltic1284 #51 Posted Oct 21 2013 - 18:03

    Staff sergeant

  • Beta Testers
  • 7784 battles
  • 302
  • Member since:
    01-13-2011

View PostIgnii, on Oct 19 2013 - 21:41, said:

How would you calculate the effective armor thickness of plates that are angled in two or more axes (e.g. the pike-nose on the is3 which is angled both back and to the sides)?
the easy way is to calculate each angle it self then add theme together for a quick estimate, here is a site that can do angled calculation on the quick that is accurate, http://www.panzerwor...rmor-calculator (90 degrees equals zero) so do your calculations based off of 90

baltic1284 #52 Posted Oct 21 2013 - 18:18

    Staff sergeant

  • Beta Testers
  • 7784 battles
  • 302
  • Member since:
    01-13-2011

View PostTony93, on Oct 20 2013 - 01:55, said:

Not to be a boner or anything but i feel as if angleing has become useless with everyone useing gold now at teir 10 now the only tank i can actually bonce shells in now is my IS-4 and even then its hard to cuz gold rounds have 400 pen....just saying
This is very true the moment they made gold free all you had to is pay the credit value then the game became useless and unfun. Less about actual skill and tactics and more about bum rushes and ignorance.

Schuhey117 #53 Posted Oct 22 2013 - 07:05

    Corporal

  • Players
  • 12083 battles
  • 11
  • [P-F] P-F
  • Member since:
    03-25-2011
Not sure if this has been said yet but you say that the armour increases exponentially multiple times as the angle increases. This is technically not correct... It increases with the value of the cosine wave which is similar to an exponential shape but becomes linear as the value of the angle approaches 0 and maintains quite a similar gradient as it passes through the x axis to -1, since it has to have an inflection point at the value of Y=0, meaning that its armour reaches its most sloped point, the rate of change of the rate of change begins to decrease as it approaches this value, meaning it gets smaller by less and less with time or angle. More or less, armour angling past 60 degrees is only noticable past 80 degrees, at the very extreme of the angle, since 60 degrees creates the magical divisor of half, or the double armour angle. Good article though, and angling past 60 degrees isnt that common so this is partly irrelevant too.

SpecTRe_X #54 Posted Oct 22 2013 - 10:45

    Sergeant

  • Players
  • 16799 battles
  • 240
  • [UQ] UQ
  • Member since:
    05-14-2011
only problem is that since the M1A1 uses DU composite armour the effective thickness is off compared to that of WWII era armouring since DU composite is far more dense than traditional steel alloy.

Sadukar09 #55 Posted Oct 22 2013 - 19:44

    Major

  • Beta Testers
  • 19836 battles
  • 3,310
  • Member since:
    02-20-2011

View PostThe_Chieftain, on Oct 20 2013 - 18:51, said:

Magic  tracks,  mainly.

Pens tracks and autobouncing off the side hull. Not exactly magic.

_BenGi_ #56 Posted Oct 24 2013 - 06:02

    Corporal

  • Players
  • 18705 battles
  • 21
  • Member since:
    01-04-2013
you guys make me laugh. My cent1 gun with 226-pen bouncing on an IS3's side "spaced" armor, but then i play my IS3 and a Tiger 1 pens my side with 203 like butter.
Check this video out
http://www.youtube.c...h?v=vaa9BAq0pjw

_BenGi_ #57 Posted Oct 24 2013 - 06:06

    Corporal

  • Players
  • 18705 battles
  • 21
  • Member since:
    01-04-2013

View Postbaltic1284, on Oct 21 2013 - 18:18, said:

This is very true the moment they made gold free all you had to is pay the credit value then the game became useless and unfun. Less about actual skill and tactics and more about bum rushes and ignorance.

seriously dude I wish they could remove those GOLD or CREDIT shots. I mean what is a tank good for then? My T-54 is garbage now...those pershings and T69s pen like a butter even on the gun mantle or front turret.

amaROenuZ #58 Posted Oct 24 2013 - 06:47

    Major

  • Players
  • 14767 battles
  • 3,548
  • Member since:
    04-04-2012

View PostlBenGil, on Oct 24 2013 - 06:06, said:

seriously dude I wish they could remove those GOLD or CREDIT shots. I mean what is a tank good for then? My T-54 is garbage now...those pershings and T69s pen like a butter even on the gun mantle or front turret.

The T-54 was massively buffed by premium rounds being made available for credits. If you were relying on its armor, you were playing it improperly.

mikel1967 #59 Posted Nov 07 2013 - 20:04

    Sergeant

  • Beta Testers
  • 24235 battles
  • 222
  • Member since:
    12-24-2010
why did you waste all this time on this?those have nothing to do with the game,we know full well our german armour has no sloped angles nor any other terms that have to do with real life physics,that isnt in the game,our german armour is 1 big overlapping hitbox,you simply autolok on us and just fire away,while we have to aim our shots,since the dev,s have our guns target the only place there isnt any hitboxes,so,we hear bounce alot,when we use it,speaking of physics,why do the dev,s have hitboxes for fire and engine on the front of our german armour,why is the tiger 1 at teri 7 and kv,s,churchills and shermans are at teir 5?or why is the su-100y at teir 6 and our e-25 with just a 75mm gyun is at teir 7?these are just some of the failings,or as we germans call handicapping,so save your real life research,meaningless here

hull_buster #60 Posted Nov 10 2013 - 02:05

    Corporal

  • Players
  • 8721 battles
  • 34
  • Member since:
    10-28-2013
This is very nice article. I enjoy very much. Thank you.  :trollface:




1 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users