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Jagdtiger vrs Obj 261

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Hello,

decided to look at RSR email while taking a break from talking about important subjects with some important people and writing some things down, all for the blog and IcedBroom sent me this Jagdtiger vrs Obj 261 Benny hill short video from Glenn A.:


I lost it at 0:24...

WoT Blitz: GuP Event

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Hello,

in World of Tanks Blitz after the 2.5 update release there will be a mission where players will be able to earn a Panzer IV Anko Special, tier V, Premium Medium Tank with a special and original Japanese voice-over from the Girls und Panzer series.

They don't want us to know the details yes but over the Russian side its been leaked that the event takes place between 14 and 22 of January and you need to win 50 Battles to earn the vehicle.

Screenshots:



Australian Ace Matilda Restoration: Update

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Hello,

remember that Matilda "Ace" being restored by pensioners in Australia that I wrote on past March?

Link if you are interested, "Matilda Restoration, a pensioner's hobby": http://goo.gl/N0vG1d

There is a small update, they managed to make "Ace" move on its own power for the first time in 65 years from its workshop cover, there have been also some adjustments like paint makeover and placing of the 3" Howitzer CS Turret, Engine and Transmission covers.


Love the moment at 0:27, it left a smile in my face. :)

They have completed 4 years of restoration.

WoT PS4 Release Date

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Hello,

Its now official World of Tanks PS4 will be released on January 19.

To celebrate, they will be giving 2 premium tanks with special camo but unfortunately is only for those who are subscribed to PlayStation Plus.

PlayStation Plus bonus:

  • German Pz.Kpfw. II Ausf. J-PS (Pinup girl camo)
  • U.S. T1E6-PS
  • PS Plus offer will be available in the PlayStation Store beginning January 19
  • PS Plus bundle will be credited to your account upon next login to your Garage
  • PS Plus members will periodically have access to special offers and sales


German Pz.Kpfw. II Ausf. J-PS Screenshots:



So if you are a kid or someone else who was lucky enough to get a PS4 but don't have money to spend on a PS subscription... tough luck, I guess.

As someone who grew up with little and couldn't afford subscription in games like WoW but has a champ mom who not only had multiple jobs to put food on the table but also worked extra hours in secret to be able to afford me and my siblings a Playstation 2 as Christmas gift (never ever I cried so much of happiness while hugging my mom) I so do not like this... I hate when companies only give stuff to those who can afford a subscription, shit like that actually builds mistrust on the kids against the companies/games. Kids become adults, and adults have credit cards.

13/01/2015 Stream

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Hello loves,

 I've been a bit under the weather, been cooking some sickness since my first day in Cyprus but I wont stop because of it. Its time for my scheduled livestream.

Tonight hopefully will have Sliphantonthe author of "The Unicum Guide" as a guest. I will be hopping over NA to play with him: http://www.twitch.tv/ritagamer2/

Be warned, I'm a NA wallet warrior. :P

New HD Model: E-25

Cyprus Meeting: Marcus Schill & Viktor Kislyi

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Hello everyone,

here is the second and final part of the Cyprus meeting, with Marcus Schill and Viktor Kislyi:




Marcus Schill:
About Premium tank bundles and the fact that many people from certain countries in Europe cant afford the price of a premium tank packaged with premium time and gold, and even people who can afford it often won't because they just want the tank; the issue has been addressed. Wargaming have begun offering tanks as standalone vehicles or as part of a bundle.  They also plan to look at ways of making the bundles more attractive, with the possibility of including things like xp boosts rather than just gold and premium time.
Another issue with the premium shop bundles was that it wasn't obvious how much value for money they actually were.  People were just seeing a premium tank with gold and premium time for a large amount of money.  It wasn't apparent from the premium shop page how much of a discount you were actually getting on the extras unless you stopped to compare prices.  While this wouldn't have done anything for those who just couldn't afford the bundles, they could have done a better job of explaining how much you were getting for your money for those who could but were put off by the price.


Viktor Kislyi:
Five years ago, WOT was new.  There were only 100 tanks in the game and many players had memorised the key stats of each tank, enough that they knew what they could penetrate and where the weakspots were on what they couldn't penetrate.  Now there are around 500 tanks in the game, sometimes you log into a battle and don't even know which nations some of the tanks come from.  The game has gotten bigger and more complex with each new patch, of which there have been around 60.  The game needs rebalancing. Premium tanks, the role of certain tank classes, artillery, maps, certain game mechanics, all need to be looked at.


The game is a living organism.  After almost six years (if you count Russian Open Beta) the game has grown beyond the expectations of the designers and they're very proud of what they've achieved, but at the same time they recognise that with each new patch the game has gotten more and more bulky and some fat needs to be trimmed.


The problem is that in an ecosystem as complex as WOT there are no easy fixes.  There are no on/off buttons that can be pressed to make everything better.  Every change made to the game can have many unintended consequences.  Change maps to help heavy tanks?  Light tanks become useless and artillery becomes too powerful.  Nerf artillery?  Tank destroyers become too powerful.

In the beginning the WOT audience were military history buffs, ex-military, tank enthusiasts etc.  "Selling" the game to this audience was easy.  Today the game is played by everyone from five year old kids who play with their fathers, through teenage gamers to professionals like doctors and lawyers.  They all like different things and dislike different things.  Any change is always going to make some people unhappy and others happy.  We as a company would rather have lots of players who spend a little on the game than a few players who spend a lot, so it's important to use to try to keep as many people happy as possible.  Even the happiness of the 75% of players who never spend any money on the game is important to us.  They may not spend money on our game but if we keep them happy they may recommend the game to friends who may spend money if we can entertain them too.  This has always been our approach to World of Tanks, we were never interested in making a "fast buck" from the few rich players.  Our policy has always been "long term value".  We'd rather have a player who stays with us for five years without paying at all than a player who spends $100, gets upset, stops playing and spreads negativity about the game.  Even the non-paying players are part of the battlefield ecosystem.

We always wanted the game to be the same all across the world, and our price point is Russian economy-based.  Russia's not the richest country, most people who play in Russia play on old PCs that they saved up for and built from parts themselves.  We could have easily in our first year of expansion doubled the prices in the EU and USA because the disposable incomes were so much higher, but we stayed on the Russian level of monetisation.


As a young man I could have had a career as a chess player or as a physicist, but games were my passion.  I was lucky have some friends who shared this passion and found ourselves in a position where we were able to share our passion with the world.  It's now 20 years since my first computer game and things have changed a lot.  A small and passionate team can still make a great game, but it's not likely to be a successful game unless they're very lucky.  These days it takes a big team with a large development budget and an even larger marketing budget to have a good chance of making it.  You have to spend years of your life and millions of dollars making your game and have no idea if it's going to succeed until you release it.  No-one sets out to make a bad game, and yet bad games get made.

I think we did a good job of bringing free to play to the world.  We weren't first, League of Legends did well, but we looked at the free to play model, launched it in the East, modified it and brought it out in the West and were very successful.  We were copied a lot of times, sometimes direct copies, sometimes "inspirational" copies.  That's okay, World of Tanks was inspired by certain games as well, no-one produces anything without inspiration.  We're now being inspired by League of Legends' success in e-Sports and I'm happy that we inspired a lot of developers to things "right", even if they are now our competitors.

Now we have sixteen offices worldwide and thousands of people working for us.  Not just game developers.  We have administrators, lawyers, facilities managers, custodial staff, all the things you need to have to ensure you have the best possible people working for you to do the best job they can.  It's a very risky business, in spite of all the success.  Managing all of this is a challenge.  We have Australians, Germans, Russians, Belorussians, Ukranians, Americans...  nationalities who may at some points have technically been at war with each other, all working for the same company and all trying to ensure that each new patch brings something new to World of Tanks.  It's not easy managing all of this and still trying to generate that "Wow!" feeling 60 times through every patch release, but we don't give up and we keep trying to do this.

We have our ups and downs, we take hits, not everything goes well.  It would be easy for us to blame the Russian crisis and this war or that war, but we look inwards instead.  We can't do anything about world politics, but we understand that the problems our players experience and complain about are our own internal problems.



For 2016 we want to focus on improving the game mechanics rather than doing the same thing we always do and just introducing new tanks, new maps, new game modes.  That doesn't mean we won't be introducing any of these things, we will, but we also want to invest a lot more time, money and effort in addressing the concerns of the players and making long-needed changes to the game.

World of Tanks made a lot of money, but we didn't all buy tropical islands to sit on drinking martinis.  We invested that money in other development studios, expanded our operations into Europe - not the cheapest place to expand, as well as the USA, China, Korea, Japan.  This was very risky, you have to spend a lot of money with no guarantee on your investment.  An example of an investment that didn't pay off - World of Warplanes.  A very expensive and time consuming investment, and it's not a successful game.  We were smart enough to have put our eggs into more than just the World of Warplanes basket, and other investments are paying off.  Here's a Warship game for you.  You don't play on the PC?  Here's the XboX version.  You want to play on the train on the way to work?  Here's the mobile version.  The budget for WOT Blitz was actually a couple of times bigger than the initial budget for World of Tanks!

We are very proud of what we have done, what we are doing and what we are going to keep delivering for the next 10 - 20 years.



You can find a Russian version of this article which I've authorized and sent data beforehand in Edrard's blog: http://goo.gl/GZ8pTU

New HD Models: Chi-Ni, Crusader, VK 30.01 (H)


EU Forum Reputation Changes

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Hello my dearest and falmers,

on January 18th, there will be some changes being done to the European WoT Forum, this is what Brynd (EN Community Manager) says:

"Greetings Commanders!

On Monday, January 18th we intend to remove the reputation system and replace it with a new system for showing your appreciation of helpful or insightful forum posts.

This new system allows you to show you “Like” a post, similar to the system currently in place for online services such as Facebook or Twitter. Just like with those places, you will be unable to show you do not like a post and will instead need to convey your disagreement by writing your own constructive reply to the thread. Though it sounds similar to just allowing only positive reputation, there are two further aspects to the new system that make it different:

When you Like a post, other forum users will be able to see that you have liked it, and indeed everyone who has clicked Like on a post.
The amount of Likes received by a player will no longer be counted or shown in their profile (and the existing reputation count will no longer appear).

In addition to this new system, to further accentuate forum posts that a lot of players like, we are adjusting the requirements for a post to receive the “Popular” icon. In the previous system a post required 50 up-votes to acquire the icon, but with the new system a post will only require 25 Likes. Furthermore, you will be able to Like up to 15 posts a day, up from the 5 up-votes you can currently award. We will continue to monitor this after implementation and may make tweaks if necessary.

Whether you take notice of forum reputation or ignore it, in some cases the “vote down” functionality of previous system was being abused, leading to some unfortunate consequences – including sometimes making the forum not feel as welcoming to players that would otherwise benefit from making use of it. Also for some it could lead to an unintended fixation on player reputation rather than a focus being on the actual content of forum posts.

Player feedback is very important to us and even with the dramatic growth of player presence on places like Facebook in particular, the forums still remain a strong source of player feedback for us. Because of this we felt that keeping the forums as welcoming as possible, as well as maintaining a focus on the actual post content, was important going forward."

I knew these changes were coming, still, on a off-recording conversation in Cyprus when the forum came into subject told them straight ahead: "Remove the damn downvotes!"
I'm happy to see EU adopting the NA upvote only system, although I'm a main EU player, I spend far greater time over the NA forums because they are friendlier.
The Reputation system which was applied as a feedback receiver has become nothing but a tool to abuse others (and this is why we cant have nice things). I don't expect the forum trolls to suddenly become puritans but its nice to see some power being taken away from them.

And remember, before we enter the forums:



On Track: IS-7

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Hello,

from January 15 03:20 PT / 06:20 ET until Monday, February 1 03:20 PT / 06:20 ET  the next "On Track" (tier 10 discount) on NA server will be the IS-7:



Other vehicles of the branch on discount are:

50% discount on purchase

  • T-26
  • T-46
  • T-28
  • KV-1S
  • KV-1


30% discount on purchase

  • KV-85
  • IS
  • IS-3
  • T-10
  • IS-7


Other Discounts



- Play and Damage two or more enemy vehicles in a battle with:

  • IS-3
  • T-10
  • IS-7

And earn:
2x Crew XP
(Repeatable. all modes except Rampage)


- Play and Damage two or more enemy vehicles in a battle with:

  • T-26
  • T-46
  • T-28
  • KV-1S
  • KV-1
  • KV-85
  • IS

And earn:
+30% XP (+5 more XP than last discount)
(Repeatable. all modes except Rampage)


Missions: 
-If you make 25.000 XP driving with any of the vehicles above you will earn:
2x Small First Aid Kit
2x Large First Aid Kit
2x Small Repair Kit
2x Large Repair Kit
2x Manual Fire Extinguisher
2x Automatic Fire Extinguisher
 (Maximum 10 times)

-If you complete it 4 times you get:
1x Large-Caliber Gun Rammer

 -If you complete it 8 times you get:
1x Enh. Gun Laying Drive

-And if you manage to do it 10 times the final prize is:
Churchill III + 50% Crew
+ Garage slot

Note: If you already own the premium vehicle you will receive Credit value as compensation

 Have fun!

Armored Warfare Q&A

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Hello,

here is the lastest AW Q&A:

  • Obsidian is currently not considering an overhaul of the module system as a whole. The differences the modules introduce to the vehicles are significant enough – in some cases, upgrading a gun for example leads to a considerable change of play style because the gun misses a certain type of shells
  • Two module types that draw player attention are engines (some players feel there’s not enough difference to warrant their unlocking) and things like smoke grenade launchers that are there to help the situation where some vehicles don’t have enough historical upgrades. The first is currently being looked into, the latter will be reviewed after Obsidian introduces additional progression elements such as the Trophy system
  • Improved object and vehicle destruction effects will be introduces after the game becomes sufficiently optimized
  • The Developers will introduce the vehicle destruction reason (for example ammo rack explosion) to post-battle statistics
  • Regarding the “night battle mode”, in early stages of Armored Warfare development, Obsidian experimented with a thermal vision mode. It turned out to be confusing and monotonous, that is why it was not introduced and won’t be in near future. We might review this question after some time.
  • For now the visual camouflage won’t work on special (ICE, MERC for example) vehicles. Developers are considering adding this option in the future.
  • Garage player customization will not come soon (not counting the alternative garages such as the Christmas one). The developers are however considering introducing slots to garages where players could put their Trophies.
  • Update 0.13 will bring matchmaking mechanism improvements
  • The developers are planning to overhaul the rewards for AFK players in order to reduce the viability of such a behavior. The same overhaul might include reward reduction for poor players or for players who commit suicide early on in PvP.
  • Developers are planning to add a sound signal to the “spotted by the enemy” icon
  • One of the interesting balance features the developers are planning is armor decay. Armor might become progressively more damaged after receiving multiple hits, reducing its protection. This would help balance the tier 8 and 9 tanks with extremely thick armor nicely. This is however just an idea for now and many questions have to be solved first (for example how to make the system comprehensive to players). That’s why there is no specific plan to introduce this feature right now.
  • Adding platoon statistics to the player statistic window is planned for the future
  • Server-side Aim Circle is being developed and it’s possible it will appear in 0.13
  • The developers know about the issues of the T-80 tank and are working on a solution

15/01/2016 Stream (Ended)

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Hello,

its time for my scheduled livestream. Tonight I will be playing Armored Warfare and platooning together with my girl friend Spitfire (she is a nice lass who works from AW) and my boy friend Jingles! (That word tease... ( ͡° ͜ʖ ͡°) )

I have all vehicles unlocked so will be matching their vehicles: http://www.twitch.tv/ritagamer2

Lets do this!

E-25 Model comparison

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Hello,

while I'm writing some other stuff for the blog, this is the size difference between the SD and HD E-25 Model:

Red: Old
Green: New

Not much of a difference...

Its known that the current E-25 dimensions are unhistorical. Many people who were expecting the HD E-25 to gain its historical size got disappointed, such changes would create a major nerf and we all know how little Wargaming is keen to change premium vehicles.

I recall that my sensei SilentStalker posted some time ago on FTR the real dimensions of this vehicle, so I went to dig for it and I'm reposting it with his permission:

The real data was given by Hilary L. Doyle on his one of his Panzer Tract book series (which is in my list to read, after Fletcher's books of course) and the In-game dimensions were given by Storm:

In-game width: 2,78 m
Real width (PT 20-1): 3,41 m

In-game height: 1,75 m
Real height: 2,03 m

In-game hull length: 4,5 m
Real hull length: 5,66 m


Gifs on how E-25 would look like with historical dimensions (made by Pantheist):


What's you opinion on this?

Minsk Needs You!

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Hello,

One of the official Wargaming channels has uploaded a promo video advertising job openings in the Minsk office, they want to restructure and improve efficiency:



Promo website here: http://gotominsk.wargaming.com/ru/

If any of you are interested but lives far away, Wargaming has the means to ease your moving and accommodation. After accepting a job offer, a Relocation Manager will guide you with the documents necessary and any questions you may have. They also offer apartments where employees can stay until they can find their own place and free medical care which extends to your family if you decide to bring them along.

This is actually a standard procedure for other offices as well, there is a list of all their vacancies around the world: http://wargaming.com/en/careers/vacancies/

Armored Warfare: Upcoming Chieftain Mk. 6

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Hello,

Armored Warfare will be introducing the Chieftain Mk. 6, there are is no date yet (more details coming next week) but so far the only information available is that it wont be sold, instead, Obsidian will be giving plenty to go around codes to their favourite content producers who then will distribute it among you, I personally already got my vehicle and took some screenshots and wrote down the statistics for you.

Thanks to Dalus and obj_101 for joining in the screenshot. :)

As you can see, Chieftain Mk. 6 looks just like the standard Mk. 5 but prettier.

Chieftain Mk. 6 Statistics

Note: Because the statistic page updates its numbers I stripped the vehicles of crew skills and retrofits.

Gun: 120mm L15 APDS (Stock Chieftain Mk. 5 gun)
Damage: 339
Penetration: 272 mm
DPM: 2,498

Hit Points: 1.820
Armor Composition: Rolled Plate Armor
Hull Armor: 100/70/ 55
Hull Modifiers (AP/HE/SC): 1.15/ 1.15/ 1.15
Turret Armor: 195/ 120/ 50
Turret Modifiers (AP/HE/SC): 1.15/ 1.15/ 1.15
Top Speed: 48.60 km/h
Acceleration: 9.75 s
Camouflage: 0.045/ 0.045/ 0.045
View Range: 360 m
Depression: -10.0/ 0.0
Turret Traverse: 19.91 deg/s
Reload Time: 8.14 s
Accuracy: 0.11
Aiming Time: 2.14 s
Smoke Grenade: 1

Chieftain Mk.5 (Elite) Statistics for comparison:




Statistically, its like a cooked to medium rare Chieftain Mk. 5 but numbers are not everything, in-game the thing actually feels better than its standard version which I tell you, I don't like it! Chieftain Mk. 5 was nothing but a boring bile inducing obstacle I had to take to unlock my beloved Challies. But this MBT, I'm actually having fun with it!

Crew Skills Recommended

Commander: Freja H.
  • Anti Material Explosives: Module damage caused to enemies increased by 20%
  • Take Aim: Aim speed improved by 10%
  • Quick Swap: Ammo swap speed increased by 20%
  • Fire When Ready: Reload time reduced by 10%
  • Deadly Explosives: Damage to enemy crew increased by 50% for 60s after destroying an enemy module.

Driver
  • Off-Road Driving: Acceleration on off-road terrain increased by 10%
  • Spin to Win: Hull Traverse speed improved by 10%

Gunner
  • Quick Draw: Aim speed improved by 10%
  • Do the Twist: Turret Traverse speed improved by 10%

Loader
  • Rapid fire: Reload time reduced by 5%
  • Explosive shells: Module damage improved by 20%

Retrofits Recommended 

Universal
  • Air Induction Precleaner: + Acceleration / Hull Traverse Speed (schematics can be found on OF-40, Leopard 2AV and Leopard 2A5)

-Chieftains in AW can be quite sluggish and clunky, because there is no mobility retrofit slots, its imperative you place it on the Universal. I tried the Upgraded Transmission (+Acceleration only) but it took its manoeuvrability away (it gained idiotic speeds without being able to turn) making the Air Induction Precleaner a more logical option.


Armor
  • Internal Hull Reinforcement: + Hit Points (Schematics can be found on the M551 Sheridan and Stingray 2)
  • Reinforced Ammo Rack: + Hull hit Points / + Ammo Rack HP (Schematics can be found on M60, XM1 and M1A1 Abrams)

-Chieftain Mk. 6 has one of the worst armor values (compared to other MBTs of same tier) so stack on those Hit Points! Internal Hull Reinforcement is the first rational option, on the second slot I opted for Reinforced Ammo Rack because I've noticed that this vehicle gets the ammorack damaged more often than its engine or crew.


Firepower

  • Advanced Thermal Sleeve: + Reload Time (Schematic can be found on Centauro)

-This MBT already has a insane Aiming Time due to its Lvl. 5 crew and the damage it deals is not bad so I opted to go full on the Reload Time with Advanced Thermal Sleeve.



Chieftain Mk. 6 Statistics with these crew skills and Retrofits





Note: With these I went from a mediocre 5k to +10k damage.


Uploaded a stream highlight of my first battle in it if you are interested:




Screenshots:

I haven no email from Obsidian yet but if they give me codes most likely will be giving them away on livestream, its easier to gather people and at the same time I can show that the giveaway is being done legally. 

‘Stillbrew’ for Chieftain

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Author: Vollketten

Many people have heard of ‘Stillbrew’ armour for the Chieftain and its inclusion as an option within the Armored Warfare game has brought it a little more attention. During the Iran-Iraq War (1980-1988) the Iranian forces who fielded a quantity of Chieftain tanks and faced a variety of mainly Soviet Iraqi tanks suffered a number of losses. The British assessment of these losses concluded that the turret front was no longer sufficiently protected against modern or near-future tank ammunition. The turret had originally been designed to be protective against the 100mm Sovet APDS shell like the Conqueror tank fielded before it. By the 1980’s though this was no longer a sufficient level of protection. Something else was required.

Stillbrew Chieftain in Berlin Brigade service. 

As already mentioned the Chieftain turret was designed to protect against the Soviet 100 APDS rounds (Soviet 3UBM6 APDS round from 1966 can achieve about 190mm) and various numbers have been given for the thickness from different sources or from attempts to measure it. Richard Ogorkiewiecz gives a figure of 195mm for the turret front and some well quoted Russian sources show schematics with 125mm @ 60 degree which is 250mm Effective Armour. (250mm line of sight thickness at that angle)





From Swedish sources (some of which are estimated) from the 1960’s give values for the effective armour being between 183mm and 366mm based on 120 to 150mm @ 30 up to 300mm @ 55 degrees. A German military analysis of the armour of a Chieftain (probably a prototype) yields the turret front as 222mm @ 58 degrees = 262 mm EA.
Recent tests of an example at Bovington tank museum have yielded numbers which WG is using on their latest game model of the tank but more definatively is a recently uncovered document from the UK Ministry of Defence on the subject about the vulnerability of the turret front which says the following:

Chieftain turret is vulnerable over all angles across the front from:
Soviet 115mm APFSDS Tungsten round (T-62)
Soviet 125mm APFSDS Steel round (T-64/T-72)
Under certain circumstances or at point blank range it is also borderline vulnerable to Soviet 115mm APFSDS Steel round (T-62)


Iranian Chieftain hit by at least two shells with at least one penetration.

Not from that report but some estimates for the performance of those and some other Soviet rounds are:
Soviet 115mm APFSDS Tungsten round (T-62) --- 384mm
Soviet 125mm APFSDS Steel round (T-64/T-72) --- 384mm
Soviet 115mm APFSDS Steel round (T-62) --- 228mm (3UBM5) to 290mm (3VBM5)
Soviet 125mm APFSDS Tungsten --- 450 to 480mm
Soviet 125mm APFSDS DU --- 568mm

From: http://fofanov.armor.kiev.ua/Tanks/ARM/apfsds/ammo.html

These estimates would back up that vulnerability assessment of the turret front.

The Chieftain replacement programme was cancelled in the 1980’s and the in-service life of the tank expected to continue past 1995 so it was felt that Chieftains would face KE (Kinetic Energy - APFSDS basically) threats of 360 to 480mm performance at zero range. The proposal to improve the turret front armour must therefore have 360mm EA as the absolute minimum line of sight armor thickness. Again, this assessment is very much in line for the estimated performance of those Soviet rounds.

This improvement would increase the turret armour path weight by about 50% and would protect against T-62 weapon systems and the 125mm APFSDS Steel round from T-64 and T-72, although even at 360mm effective armour it was felt that its utility would be limited by changes in Soviet policy. This was because the estimated performance of the new 125mm APFSDS Tungsten round was 480+mm RHA; a figure borne out by Russian figures later for that shell (see above). The report concluded that “Protection of Chieftain turret against this level of attack would require an increase in armour path weight of about 130%”

The assessment was clear that over the frontal arc each side of the turret was “maximum and minimum line of sight thicknesses of 360mm and 232mm on the right hand side and 360mm and 228mm on the left hand side” [bear in mind the report says that cast armour has to be 10% thicker to provide an equivalent RHA protection - RHAe (Rolled Homogenous Armour Equivalent)] It concluded that any applique added to the turret would have to add between 36mm and 150mm RHAe to provide the required protection. A 130% path weight increase would have to add about 300mm RHAe.


Armouring options for the Chieftain:


Armour option 1: 
Turret casting 232mm (RHAe 211mm)
Rubber Interlayer 20mm (RHAe 0mm)
Steel Applique RHA 150 mm
= Total thickness 402mm, RHAe 361mm

Armour option 2: 
Turret casting 232mm (RHAe 211mm)
Rubber Interlayer 20mm (RHAe 0mm)
Applique Cast Steel 167mm, (RHAe 150mm) [given that examples of Stillbrew have casting numbers it would appear the cast version was the one produced]
= Total thickness 419mm, RHAe 361mm

For the World of Tanks game WG does not factor in armour quality or hardness but just thickness. Therefore for WoT the Chieftain turret should be considered as a minimum of 232 mm thick LoS. WoT isn’t going to be getting Stillbrew armour for the Chieftain but the Armored Warfare game already has it.
Cross section from the patent that was used (British Patent 2191278)


The pieces are self-explanatory here with 4 as the RHA block, 5 as the interlayer and 6 as the bolt. The bolts are made from stainless steel and tighten down that outer armoured section to the vehicle compressing the rubber interlayer between the two layers of armour. The outer block is thick enough that even medium caliber rounds (up to 20mm) will be ineffective in damaging it (unlike modern NERA). On impact though from HEAT or KE shells the bolts will shear off and the rubber will expand pushing the outer block forwards towards the incoming shell. There are 4 interlayers shown, but looking at real examples shows 6 layers. This is because multiple thinner layers actually increase the effectiveness as the expansion wave effect in the rubber moves faster reaching the surface more quickly. That interlayer will also act as cushioning in the same manner, rendering HE and HESH type rounds far less useful, too.
So as the outer plate is hit, the bolts shear off, the rubber sheets expands and pushes the outer block away from the vehicle. Due to the angle of movement this not only disrupts the path of the jet or penetrator but in simple terms, provides continuously new armour material to penetrate because the initial hole is always moving sideways to the penetrator, substantially increasing the effectiveness of the armour.

Bare Stillbrew on a range showing sheared bolts and slab and rubber interlayers. 

Fitment of the rubber and armoured blocks on the turret.


Once bolted on they look like this and blend nicely to the turret lines. There are also some extra tensioning screw visible, fitted within the bolt. You don’t normally see these bolt heads as the Stillbrew is supposed to be covered with sheet steel welded on top. This prevented water and NBC agents getting in where they’d cause problems with decontamination and corrosion. This outer layer was held off the main Stillbrew applique blocks at a set distance by small rubber blocks along the bottom half of the blocks where they are thinner.

Rubber spacer


Without NERA effects:
Using this information we can see that the 50% path option, without any NERA effect added in, provided immunity against the Soviet 115mm Tungsten APFSDS 3UBM5 and 3VBM5 rounds as required by the original plan. On the other hand, it would not have achieved the required protection against the 125mm Tungsten APFSDS round, thus the 130% path option would have to have been used.

With NERA effects:
However, adding a rather conservative value of between 1.3 and 2.5 for the effectiveness of NERA against KE penetrators, the 50% path option is the absolute minimum for protection against the 125mm Tungsten APFSDS rounds from the T-72. It would not provide any sufficient protection against the DU round. The 130% path option however would have to be used to achieve that level of protection.


Conclusion:
So, having looked at the available data rather conservatively as best I can and in the absence of some actual test data, they obviously have to be taken with a pinch of salt. That being said, the British Stillbrew study gives us an interesting insight into a novel solution to the problem of these new powerful Soviet shells.
The original requirement was protection against the Tungsten 125mm APFSDS round and it appears that the British adopted the 50% path increase option for Stillbrew and that the armour performs at or slightly above the 2.5 ratio for effectiveness of this NERA. ‘Stillbrew’ therefore offered sufficient protection against the Soviet 125mm APFSDS Tungsten shells.
An additional increase of 30% was technically possible which could have raised the level of protection to the Soviet 125mm AFSDS DU rounds.

Certainly then for what was a short-term solution Stillbrew armour shows us how protected the hull down Chieftain was and extended the life of the Chieftain in British service until the Challenger 1 could be put into service.

And finally, if we wanted to improve Stillbrew even more we could just add ERA panels to it but that would just be overkill for AW …… or wouldn't it?





Sources:
Chieftain - Rob Griffen
Feasibility Study of Improving Chieftain turret protection- UK MOD
Chieftain - Simon Dunstan
Various Swedish documents from the 1960’s from Renhanxue/Sp15
German Army Chieftain Armour analysis circa 1960
Richard Ogorkiewicz, Cold War, Hot Science (2002)
Chieftain and Leopard Parts 1 and 2 - AFV Profile Series
Tank Encylopedia.com
Jane’s Armour and Artillery 1985
and various ex-forces sites discussing service and upgrades and modifications done to Chieftains.
Soldat und Technik 1/90

Micropatch: Marks of Excellence (UPDATE)

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Hello,

just to warn you that tomorrow if everything goes according to plan there will be a micropatch to fix the Marks of Excellence bug that I wrote about a couple days ago (Basically all the MoEs were given incorrectly after a single battle).

See previous.



Also don't forget, that tomorrow is the date stipulated for the announcement of the FV4202 Mission Requirements.

That's all folks.

Studyanki (Poland) map: Update

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Hello,

there is a small update on the upcoming Polish map, Studyanki.

See previous.

In supertest, there are currently 2 versions being tested that differ in the northern part of the map, also, among a couple fixes the most visible is the toned down fog:
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2
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2

18/01/2016 Stream

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Hello lads and lasses,

Its time for my scheduled livestream.
Tonight I will be playing World of Tanks and later on MrConway (WG's EU Community Coordinator) will join me in platoon.

EU/NA and 218 Tanks: http://www.twitch.tv/ritagamer2

Engage!

FV4202 Mission Requirements

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Hello,

the FV4202  missions are finally available:

-From 15 February at 06:50 until 29 February at 06:50 CET (UTC+1)
-Only for players who own the Centurion Action X by February 18. those who get the later later wont be eligible.


Discount

"A Good Fight"


Reward

  • x3 Crew XP

Requirements

  • Random Battles only
  • Centurion Action X only
  • Once per day

Conditions

  • Earn at least 750 base XP in the course of one battle (bonuses for the first victory, Premium account, etc., will not be counted)




Missions

"FV4202, part 1"

Reward

  • 1 x Medium-Caliber tank Gun Rammer

Requirements

  • Random Battles only
  • Centurion Action X only
  • Once per account
  • Complete the mission A Good Fight a total of 10 times

Conditions

  • Play one battle

"FV4202, part 2"

Reward

  • 1 x Enhanced Gun Laying Drive

Requirements

  • Random Battles only
  • Vehicles of Tier VIII - X
  • Once per account

Conditions

  • Deal a total of 450,000 damage to enemy vehicles over any number of battles

"FV4202 is in your garage!"


Reward

  • FV4202 (P)
  • 50% Crew
  • 1 x Garage Slot

Requirements

  • Once per account
  • Random Battles only
  • Completed the missions FV4202, part 1 and FV4202, part 2

Conditions

  • Play a battle

That's all folks!
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