We measure the velocity of shells

Hello, with you second release of the Golden Bolt, about the nuances and tricks of the game World Of Tanks. We will not waste time, let's go!

And do you know that from the same gun, shells are flying at different speeds?

Their speed does not depend on the randomness, it is constant. The developers have pity on this issue. You can easily get shot, doing pre-emption depending on the enemy's speed and distance to it. But the speed depends on the type of projectile, and not only speed.

Each type of projectile has its own peculiarity. In total, the game presents 5 types of shells: 2 types of basic (armor-piercing and high-explosive) - bought for silver and 3 types of premium (sub-caliber, cumulative, high-explosive) - bought for gold. But after the release of the patch 0.7.5, for correct balancing, many ST (middle tanks) of the 10th level, the subcaliber shells became available for silver, saving all the advantages of the premium projectile.

I decided to test all these types of shells for the speed of their flight. To do this, I needed all shots in a 16x (16-fold) deceleration 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 turned out to be interesting. The flight of the armor-piercing projectile took 136 shots, and the approximate flight speed of the projectiles was 706 m / sec. The flight of the subcaliber took only 88 shots, and the approximate speed of the projectiles was 1092 m / sec. The test of the remaining types of shells showed a speed identical to that of the armor-piercing ones. I want to draw your attention to the fact that the figures indicated in this video are obtained by an experienced way and may not correspond to real characteristics. But it is quite obvious that the subcaliber shells fly much faster than other types, due to which they have a large armor penetration. It is worth considering this by shooting at a great distance along the moving target, because the lead should be taken no less than, for example, by shooting armor piercing.

But that's not all I wanted to tell you about the shells in this release. There is another kind of premium shells, which have the usual speed, but like a subcaliber high armor penetration. And one more feature of this type of projectile is that it never ricochet. This is a cumulative projectile.

The fact is that when contact with an obstacle, an explosive is blasting and a cumulative jet burns armor at a tremendous speed. Therefore, you will never hear the words "ricochet" from the commander of the crew, although at very extreme angles you can hear the phrase "armor is not punched", even from the most lightly armored tanks, which many players shock: "How could a flea not break through a premium projectile ? ». But knowing the mechanics of the game you stop to be surprised.

Also, high-explosive shells never ricochet, they have significantly less armor penetration, but the greatest potential damage in the case of penetration. And in case of non-penetration, the shell simply explodes outside the tank, causing damage in the radius of the explosion. And the thinner the armor, the more damage it will get. And if the armor in the radius of scattering fragments is extremely large, then you can even hear from the commander of the crew "did not break", which also causes a storm of indignation among many players who did not expect such a dirty trick.

This is certainly not all that can be told about shells, but I did not have such a goal. The main thing is that from this short release you learned something new and useful for the game.

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

See also: