Gaijin recently changed the hit detection of shells to account for the width of the shell, rather than being point-like. This is what Gaijin calls "volumetric" shells and is generally an improvement over point-like shells. However, as I will demonstrate below, calling them volumetric might be a bit misleading as they only account for width, not length nor shape.
"Cross sectional" shells would be a better name as the actual hit detection works by checking if a circle around the center point of the shell intersects with a piece of armor, and if so the shell needs to penetrate this armor and further penetrative performance is degraded, which makes sense.
Where it doesn't make sense is when a shell hits complex geometries composed of multiple armor plates as it causes the side of the shell to hit an armor piece before the tip hits a different piece of armor. In such cases the shell must first penetrates the plate that the edge hits, gets it's penetrative performance degraded and must then penetrate the plate that the center hits. This causes regions of such armor to have unreasonably high effective thickness.
Exhibit A: T-54
This part of the T-54's turret is only 145 mm thick but is within a distance equal to the shells radius from the 160 mm plate below. Because side of the turret is angles inwards towards the top this causes the side of the shell to intersect with the 160 mm plate, which it needs to penetrate and which degrades the shells ability to penetrate the 145 mm plate. This makes the 145 mm plate over 400 mm effective armor.
Exhibit B: M48
In this case the ~300 mm effective armor (110 mm @~60° against APCBC) counts as over 900 mm of effective armor because of the shells edge barely touched with the 200 mm plate below. Above this point the armor is correctly counted as ~300 mm effective armor. When the shell only hits the 200 mm plate it also works fine. (I know the shell wouldn't penetrate either way, but that's not the point)
(Note: Both of these cases arise from cast, rounded armor of variable thickness being modeled as multiple pieces not variable thickness, and would be fixed if remodeled as such)
In conclusion, all complex geometry armor modeled as a collection of armor plates have been effectively been buffed to become 2-3 times as effective in an area as wide as the incoming shells' radius from a neighboring protruding plate. Effectiveness depends on the thickness of the protruding plate.
As mentioned above the two examples above could be fixed by remodeling more armor as variable thickness armor, something which should be done either way. However, this does not fix the underlying issue of "volumetric" shells at best being a 2-dimensional cross section. There are doubtless other cases I have not yet found where this becomes a problem. A solution to this could be to effectively model the shell as a cone by simply offsetting the central hit detection point to the tip of the shell. This would be greatly improve hit detection characteristics with no extra server load.'
Source: Original link
© Post "Volumetric shells are broken" for game War Thunder.
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