Jump to content

FinStabilized

Members
  • Posts

    16
  • Joined

  • Last visited

Reputation Activity

  1. Upvote
    FinStabilized got a reaction from Anthony P. in Engine 5 Wishlist   
    Biggest thing CM needs is a major update to the line of sight system. The LOS/Spotting system is very sophisticated but it can sometimes mess up in extremely frustrating and unrealistic ways. The things below I would personally like to see given attention:
    1) The Spotting system needs to incorporate spotting memory. If a unit or units have been spotted in an area before, the likelihood that they are found again if the sight is lost should go up VERY dramatically so long as the units dont leave the area they were spotted in. As an example, I point out the situation I discovered that units in CM cant do this as of now. In one of the CM cold war NTC scenarios, the tank battle between 2000-2500m turned into a very slow affair with tanks losing each other every time dust obscured them. Due to the range, it took some time for each side to spot each other the first time, which I can buy. But the time to spot completely reset each time a tank was unspotted, and tanks just sat there oblivious to each other starring at each other over open desert while the entire spotting process cycled through again. Sometimes tanks were never re-spotted, or it took ten turns. 
    2)Sometimes small bits of foliage completely hide units. 
    3)The smoke effect needs reworked to more accurately convey to the player the amount of dust or smoke. Very often the spotting system is calculating much worse conditions while to the player it looks like it would not obscure much of anything. 
    4) A general improvement needs to be made, there are more weird spotting problems than I know how to list here. 
     
     
     
     
    The Second Biggest thing CM needs is for the tank infantry mechanics, especially in towns, to be looked at
    -Infantry need some kind of orders set that allows for specifically ordering AT teams to fire and then move. Yes I know you can use pause and movement commands but it leaves too much to chance when firing a RPG and then running away is not exactly a complicated thing to do. 
    -AT guns should be re-mountable, and crew able by personnel other than their original crew. There could be penalties if the new crew isnt a trained AT crew, but other personnel should be able to operate the gun, especially against close range targets. 
    -AT weapons like the Bazooka should be recoverable by the rest of the squad so that the entire unit does not become helpless versus tanks if the one guy holding the RL dies. 
    -In General, infantry aiming at tanks need to miss their targets less when the range is extremely close. I have seen alot of ATRL shots miss at 25m and less, and the unit firing was not being suppressed or anything. The problem seems to affect the world war two titles more. 
    -Tanks needs to be inhibited from firing on infantry that would be well outside any known tanks ability to elevate. 
    -Tanks are WAY too good at spotting infantry that are behind them, in particular when buttoned up. I cant tell you how many times I have seen a tank that was completely buttoned up notice a infantry squad sneaking around behind the vehicle, and generally instantly. Yes, a TC can look backwards in a cupola, but this would be the most uncomfortable place to look especially for any length of time. It not uncommon for tanks in CM to reliably detect infantry to their six o clock virtually immediately. My suggestion would be that the probability of spotting infantry in the open to the six oclock be dramatically reduced unless there is a target arc or some specific reason the tank would be focusing their like taking fire from that direction. 
     
     
  2. Upvote
    FinStabilized got a reaction from IdontknowhowtodoX in Frustration with CMCW - Russian side   
    The fact is that depsite how good this game is, and that its spotting system does many things better than other games, it is the weakest link in these games and quite frankly needs a serious look over. 
    I posted a while back about some issues I had in the NTC Missions where M60s without thermals could not see several plattoons of soviet tanks in a open featurless desert. I replayed the mission dozens of times trying to find out some workaround. Unbuttoning, target arcs etc. No matter what, those M60s could not see anything. One thing I discovered from that discussion is that CMCW units cannot remember what they have spotted, so once the find something, they can lose it again and then have to start the entire spotting process all over. That is a HUGE problem. 
    The other big issue is the way thermals have been modeled. Make no mistake, thermal optics are a huge advantage in the real world. But the way they work in CMCW I think needs quite a bit of adjustment. I could be wrong, but I suspect that thermals have some kind of blanket spotting buff because it seems to boost aquisition even when it shouldnt. Tanks with thermals seem to alway get the first shot even at close range, etc. One extermely frustrating example is having a bunch of soviet tanks that are lying in wait with faceing or arc commands and the thermal armed tanks get the first shots off almost every time even in that situation when ranges are less than 1500. Often even at much closer ranges. 
    And stuff like this is not an uncommon thing. Units routinely fail to see things that are right in front of their face. 
    One last thing. This issue has been the subject of complaint pretty much since CMX2 came into existence. What I find rather depressing is that many in this community just assume the people complaining are bad at the game or go on lengthy explanations of how sophisticated this games spotting system is compared to other games. In the latter example, it simply doesnt matter. The fact that this game is trying to do things that other games dont do doesnt mean its problems should be a free pass. This aspect of this game needs a serious adjustment. 
    The problem is sufficiently frustrating that if the only thing CM 3.0 or patch 5.0 did was fix this, I would be totally happy with it. 
  3. Like
    FinStabilized got a reaction from Bulletpoint in Frustration with CMCW - Russian side   
    The fact is that depsite how good this game is, and that its spotting system does many things better than other games, it is the weakest link in these games and quite frankly needs a serious look over. 
    I posted a while back about some issues I had in the NTC Missions where M60s without thermals could not see several plattoons of soviet tanks in a open featurless desert. I replayed the mission dozens of times trying to find out some workaround. Unbuttoning, target arcs etc. No matter what, those M60s could not see anything. One thing I discovered from that discussion is that CMCW units cannot remember what they have spotted, so once the find something, they can lose it again and then have to start the entire spotting process all over. That is a HUGE problem. 
    The other big issue is the way thermals have been modeled. Make no mistake, thermal optics are a huge advantage in the real world. But the way they work in CMCW I think needs quite a bit of adjustment. I could be wrong, but I suspect that thermals have some kind of blanket spotting buff because it seems to boost aquisition even when it shouldnt. Tanks with thermals seem to alway get the first shot even at close range, etc. One extermely frustrating example is having a bunch of soviet tanks that are lying in wait with faceing or arc commands and the thermal armed tanks get the first shots off almost every time even in that situation when ranges are less than 1500. Often even at much closer ranges. 
    And stuff like this is not an uncommon thing. Units routinely fail to see things that are right in front of their face. 
    One last thing. This issue has been the subject of complaint pretty much since CMX2 came into existence. What I find rather depressing is that many in this community just assume the people complaining are bad at the game or go on lengthy explanations of how sophisticated this games spotting system is compared to other games. In the latter example, it simply doesnt matter. The fact that this game is trying to do things that other games dont do doesnt mean its problems should be a free pass. This aspect of this game needs a serious adjustment. 
    The problem is sufficiently frustrating that if the only thing CM 3.0 or patch 5.0 did was fix this, I would be totally happy with it. 
  4. Like
    FinStabilized got a reaction from Pelican Pal in Frustration with CMCW - Russian side   
    The fact is that depsite how good this game is, and that its spotting system does many things better than other games, it is the weakest link in these games and quite frankly needs a serious look over. 
    I posted a while back about some issues I had in the NTC Missions where M60s without thermals could not see several plattoons of soviet tanks in a open featurless desert. I replayed the mission dozens of times trying to find out some workaround. Unbuttoning, target arcs etc. No matter what, those M60s could not see anything. One thing I discovered from that discussion is that CMCW units cannot remember what they have spotted, so once the find something, they can lose it again and then have to start the entire spotting process all over. That is a HUGE problem. 
    The other big issue is the way thermals have been modeled. Make no mistake, thermal optics are a huge advantage in the real world. But the way they work in CMCW I think needs quite a bit of adjustment. I could be wrong, but I suspect that thermals have some kind of blanket spotting buff because it seems to boost aquisition even when it shouldnt. Tanks with thermals seem to alway get the first shot even at close range, etc. One extermely frustrating example is having a bunch of soviet tanks that are lying in wait with faceing or arc commands and the thermal armed tanks get the first shots off almost every time even in that situation when ranges are less than 1500. Often even at much closer ranges. 
    And stuff like this is not an uncommon thing. Units routinely fail to see things that are right in front of their face. 
    One last thing. This issue has been the subject of complaint pretty much since CMX2 came into existence. What I find rather depressing is that many in this community just assume the people complaining are bad at the game or go on lengthy explanations of how sophisticated this games spotting system is compared to other games. In the latter example, it simply doesnt matter. The fact that this game is trying to do things that other games dont do doesnt mean its problems should be a free pass. This aspect of this game needs a serious adjustment. 
    The problem is sufficiently frustrating that if the only thing CM 3.0 or patch 5.0 did was fix this, I would be totally happy with it. 
  5. Upvote
    FinStabilized got a reaction from Andrew Kulin in Frustration with CMCW - Russian side   
    The fact is that depsite how good this game is, and that its spotting system does many things better than other games, it is the weakest link in these games and quite frankly needs a serious look over. 
    I posted a while back about some issues I had in the NTC Missions where M60s without thermals could not see several plattoons of soviet tanks in a open featurless desert. I replayed the mission dozens of times trying to find out some workaround. Unbuttoning, target arcs etc. No matter what, those M60s could not see anything. One thing I discovered from that discussion is that CMCW units cannot remember what they have spotted, so once the find something, they can lose it again and then have to start the entire spotting process all over. That is a HUGE problem. 
    The other big issue is the way thermals have been modeled. Make no mistake, thermal optics are a huge advantage in the real world. But the way they work in CMCW I think needs quite a bit of adjustment. I could be wrong, but I suspect that thermals have some kind of blanket spotting buff because it seems to boost aquisition even when it shouldnt. Tanks with thermals seem to alway get the first shot even at close range, etc. One extermely frustrating example is having a bunch of soviet tanks that are lying in wait with faceing or arc commands and the thermal armed tanks get the first shots off almost every time even in that situation when ranges are less than 1500. Often even at much closer ranges. 
    And stuff like this is not an uncommon thing. Units routinely fail to see things that are right in front of their face. 
    One last thing. This issue has been the subject of complaint pretty much since CMX2 came into existence. What I find rather depressing is that many in this community just assume the people complaining are bad at the game or go on lengthy explanations of how sophisticated this games spotting system is compared to other games. In the latter example, it simply doesnt matter. The fact that this game is trying to do things that other games dont do doesnt mean its problems should be a free pass. This aspect of this game needs a serious adjustment. 
    The problem is sufficiently frustrating that if the only thing CM 3.0 or patch 5.0 did was fix this, I would be totally happy with it. 
  6. Upvote
    FinStabilized got a reaction from Ghost of Charlemagne in Engine 5 Wishlist   
    Biggest thing CM needs is a major update to the line of sight system. The LOS/Spotting system is very sophisticated but it can sometimes mess up in extremely frustrating and unrealistic ways. The things below I would personally like to see given attention:
    1) The Spotting system needs to incorporate spotting memory. If a unit or units have been spotted in an area before, the likelihood that they are found again if the sight is lost should go up VERY dramatically so long as the units dont leave the area they were spotted in. As an example, I point out the situation I discovered that units in CM cant do this as of now. In one of the CM cold war NTC scenarios, the tank battle between 2000-2500m turned into a very slow affair with tanks losing each other every time dust obscured them. Due to the range, it took some time for each side to spot each other the first time, which I can buy. But the time to spot completely reset each time a tank was unspotted, and tanks just sat there oblivious to each other starring at each other over open desert while the entire spotting process cycled through again. Sometimes tanks were never re-spotted, or it took ten turns. 
    2)Sometimes small bits of foliage completely hide units. 
    3)The smoke effect needs reworked to more accurately convey to the player the amount of dust or smoke. Very often the spotting system is calculating much worse conditions while to the player it looks like it would not obscure much of anything. 
    4) A general improvement needs to be made, there are more weird spotting problems than I know how to list here. 
     
     
     
     
    The Second Biggest thing CM needs is for the tank infantry mechanics, especially in towns, to be looked at
    -Infantry need some kind of orders set that allows for specifically ordering AT teams to fire and then move. Yes I know you can use pause and movement commands but it leaves too much to chance when firing a RPG and then running away is not exactly a complicated thing to do. 
    -AT guns should be re-mountable, and crew able by personnel other than their original crew. There could be penalties if the new crew isnt a trained AT crew, but other personnel should be able to operate the gun, especially against close range targets. 
    -AT weapons like the Bazooka should be recoverable by the rest of the squad so that the entire unit does not become helpless versus tanks if the one guy holding the RL dies. 
    -In General, infantry aiming at tanks need to miss their targets less when the range is extremely close. I have seen alot of ATRL shots miss at 25m and less, and the unit firing was not being suppressed or anything. The problem seems to affect the world war two titles more. 
    -Tanks needs to be inhibited from firing on infantry that would be well outside any known tanks ability to elevate. 
    -Tanks are WAY too good at spotting infantry that are behind them, in particular when buttoned up. I cant tell you how many times I have seen a tank that was completely buttoned up notice a infantry squad sneaking around behind the vehicle, and generally instantly. Yes, a TC can look backwards in a cupola, but this would be the most uncomfortable place to look especially for any length of time. It not uncommon for tanks in CM to reliably detect infantry to their six o clock virtually immediately. My suggestion would be that the probability of spotting infantry in the open to the six oclock be dramatically reduced unless there is a target arc or some specific reason the tank would be focusing their like taking fire from that direction. 
     
     
  7. Upvote
    FinStabilized reacted to RMM in Engine 5 Wishlist   
    I have seen BAZ & PzSK recovery from buddy aid, but I would add that in the same event, I saw the weapon recovered but none of the ammo!! Seriously?
    There also seems to be another weapon/ammo oddity to buddy aid, where if only one body is being recovered from, quite often there's no ammo addition. Grenades yes, but no ammo. Doesn't seem right and can be really frustrating when trying to restock a platoon leader with .45 ammo, since he's the only one with that weapon! If he buddy aid's another, downed, platoon leader, why wouldn't he recover more .45 ammo?
  8. Upvote
    FinStabilized got a reaction from RMM in Engine 5 Wishlist   
    Biggest thing CM needs is a major update to the line of sight system. The LOS/Spotting system is very sophisticated but it can sometimes mess up in extremely frustrating and unrealistic ways. The things below I would personally like to see given attention:
    1) The Spotting system needs to incorporate spotting memory. If a unit or units have been spotted in an area before, the likelihood that they are found again if the sight is lost should go up VERY dramatically so long as the units dont leave the area they were spotted in. As an example, I point out the situation I discovered that units in CM cant do this as of now. In one of the CM cold war NTC scenarios, the tank battle between 2000-2500m turned into a very slow affair with tanks losing each other every time dust obscured them. Due to the range, it took some time for each side to spot each other the first time, which I can buy. But the time to spot completely reset each time a tank was unspotted, and tanks just sat there oblivious to each other starring at each other over open desert while the entire spotting process cycled through again. Sometimes tanks were never re-spotted, or it took ten turns. 
    2)Sometimes small bits of foliage completely hide units. 
    3)The smoke effect needs reworked to more accurately convey to the player the amount of dust or smoke. Very often the spotting system is calculating much worse conditions while to the player it looks like it would not obscure much of anything. 
    4) A general improvement needs to be made, there are more weird spotting problems than I know how to list here. 
     
     
     
     
    The Second Biggest thing CM needs is for the tank infantry mechanics, especially in towns, to be looked at
    -Infantry need some kind of orders set that allows for specifically ordering AT teams to fire and then move. Yes I know you can use pause and movement commands but it leaves too much to chance when firing a RPG and then running away is not exactly a complicated thing to do. 
    -AT guns should be re-mountable, and crew able by personnel other than their original crew. There could be penalties if the new crew isnt a trained AT crew, but other personnel should be able to operate the gun, especially against close range targets. 
    -AT weapons like the Bazooka should be recoverable by the rest of the squad so that the entire unit does not become helpless versus tanks if the one guy holding the RL dies. 
    -In General, infantry aiming at tanks need to miss their targets less when the range is extremely close. I have seen alot of ATRL shots miss at 25m and less, and the unit firing was not being suppressed or anything. The problem seems to affect the world war two titles more. 
    -Tanks needs to be inhibited from firing on infantry that would be well outside any known tanks ability to elevate. 
    -Tanks are WAY too good at spotting infantry that are behind them, in particular when buttoned up. I cant tell you how many times I have seen a tank that was completely buttoned up notice a infantry squad sneaking around behind the vehicle, and generally instantly. Yes, a TC can look backwards in a cupola, but this would be the most uncomfortable place to look especially for any length of time. It not uncommon for tanks in CM to reliably detect infantry to their six o clock virtually immediately. My suggestion would be that the probability of spotting infantry in the open to the six oclock be dramatically reduced unless there is a target arc or some specific reason the tank would be focusing their like taking fire from that direction. 
     
     
  9. Like
    FinStabilized got a reaction from Amedeo in Official documents for real life armor values for 80s Abrams tanks are really inconsistent ...   
    The consistency of the documents can't be determined just by comparing the raw numbers. There are a ton of factors at play.
    -US protection values are frequently at an angle but it might not be cited in some documents. This happens all the time.
    -Hull protection is not consistent, the fuel tanks add to it on the outer 3rd.
    -Hull protection varys by threat, and I don't mean heat vs ke. Abrams armor value vs 115mm rounds will be different than 125mm rounds. There will even be differences within caliber due to differences in ammo design. There can be huge variances here, especially since Abrams hull armor is NERA. Equivalency to RHA is only a semi-valid estimate. It will be more consistent in some cases than others.
     
  10. Upvote
    FinStabilized got a reaction from IICptMillerII in Official documents for real life armor values for 80s Abrams tanks are really inconsistent ...   
    The consistency of the documents can't be determined just by comparing the raw numbers. There are a ton of factors at play.
    -US protection values are frequently at an angle but it might not be cited in some documents. This happens all the time.
    -Hull protection is not consistent, the fuel tanks add to it on the outer 3rd.
    -Hull protection varys by threat, and I don't mean heat vs ke. Abrams armor value vs 115mm rounds will be different than 125mm rounds. There will even be differences within caliber due to differences in ammo design. There can be huge variances here, especially since Abrams hull armor is NERA. Equivalency to RHA is only a semi-valid estimate. It will be more consistent in some cases than others.
     
  11. Thanks
    FinStabilized reacted to Vanir Ausf B in Some thoughts on the effectiveness of the M735 and M774 APFSDS on the glacis armor of T-64A.   
    The ballistics will be looked at again for the first module. We'll see what comes of that, but I don't expect any changes before then.
    Good thread, by the way!
  12. Like
    FinStabilized got a reaction from The_MonkeyKing in Some thoughts on the effectiveness of the M735 and M774 APFSDS on the glacis armor of T-64A.   
    Is there any update on this? Quite a bit of evidence has been presented that M774 and M735 in game are under performing considerably. M774 was demonstrated to be capable of penetrating the 80/105/20 array unequivocally in the desert storm tests at 3km, which is much further out than we have been testing in the game. M735 has been tested multiple times and has been shown to be even less effective. Surely if M774, which is better than 735 but not in a completely different ballpark, 735 should be able to penetrate reliably at less than half that range?
    What is more, I don't think any evidence has been presented to support the current in game performance, while there is ample implicit evidence to the contrary.
  13. Upvote
    FinStabilized reacted to dpabrams in Some thoughts on the effectiveness of the M735 and M774 APFSDS on the glacis armor of T-64A.   
    This topic should not die. Here is post I had on the playtesting forum on June 6th. I have been too busy with work to resume tests and make a Mantis report, yet. In my estimation the T-64A/B is better protected and more capable in CMCW than in any board wargame, computer game or simulation I have played, developed or play tested in 30+ years of wargaming. This includes modern armored warfare board games like Assault, MBT (original), MBT 2 (GMT), Lock n' Load, Mech War (SPI) and others. PC games ranging from Tanks, Steel Panthers, Flashpoint Germany & Campaigns, HPS Simulations and Armored Brigade. The only Sim I have used is Steelbeasts.
    POST from June 6th------- 
    I set up a test range that is approximately 2000m long and flat. It is June 1st, 1982, at 0000 hours and the conditions are hazy, cool and dry. I placed 1x M60A3TTS behind a berm hull down with armored arcs set to 1500m. At the opposite end of the map approached 4x T-64A’s (4x tank platoon). The scenario is set for two player hot seat and the Soviet tanks are given a move order to move toward the M60A3TTS’s. All crews are regular, normal and fit. I played the scenario enough times to get 100 shots of M774 APFSDS rounds at an engagement range of 1500m and less and 30 shots of the M256A2 HEAT round an engagement range of 1500m and less. At only no time during the engagements was a T-64A able to engage a M60A3TTS, this is due to the conditions and the thermal sight of the M60A3TTS. BUT I suspect the T-64A may be underperforming in IR optics.
    Here is a summary of my findings:
    The distribution of M774 hits which were all from the frontal arc on the T-64A and are as follows:
    1.       The turret (top turret, front turret, weapon mount and weapon) was hit a combined 5.0% of the time. I believe this is too low
    2.       The lower front hull (Lower, right, left) was hit a combined 17.2% of the time
    3.       The upper front hull (front, right, left) was hit 77.8% of the time. I believe this is too high
    4.       There were no track hits
    The M774 hit 99 out of a 100 shots for 99% accuracy. Perhaps too high.
    Overall,  the M774  penetrated the whole of the T-64A, 18.2% of the time. The only areas to be penetrated on the T-64A was the upper right hull and lower front hull.
    1.       The upper front hull  was struck 1 time and was penetrated for 100% of the time
    2.       The lower front hull was struck 17 times and penetrated 17 times for 100% penetration
     

    The distribution of M256A2 HEAT hits which were all from the frontal arc on the T-64A and are as follows:
    1.       The turret (top turret, front turret, right turret, weapon mount and weapon) was hit a combined 6.6% of the time. I believe this is too low
    2.       The lower front hull (lower, right, left) was hit a combined 23.3% of the time
    3.       The upper front hull (front, right, left) was hit 70.0% of the time. I believe this is too high
    4.       There were no track hits
    The M256A2 HEAT hit 30 out of a 30 shots for 100% accuracy. Certainly, too high. Most of the rounds were fired at 400m or less but some were fired at >1000m.
    Overall,  the M256A2 HEAT  penetrated the whole of the T-64A, 30.0% of the time. The only areas to be penetrated on the T-64A was the upper front hull and lower front hull.
    1.       The upper front hull  was struck 2 times and was penetrated for 100% of the time
    2.       The lower front hull was struck 7 times and penetrated 7 times for 100% penetration

    I may Mantis this concerning the high concentration of upper front hull hits and low concentration of turret front hits.
    Pete
     
  14. Like
    FinStabilized got a reaction from dpabrams in Some thoughts on the effectiveness of the M735 and M774 APFSDS on the glacis armor of T-64A.   
    So out of the gate I just want to say that Combat Mission Cold War is fantastic and is probably my favorite Combat Mission. Overall everything seems exceptionally well done and I am having tons of fun with the Campaign and Scenarios. I think I may have found an issue with M735 and M774 ammunition however. While playing various missions and some quick battle multiplayer with some friends, I noticed that the T-64A was remarkably durable. I didnt think too much of this at first, because I was expecting the T-64 to be a tough nut to crack. But as time went on I started to notice that it might be a bit too tough.
    M735 and M774 are not capable of penetrating the front glacis plate of T-64A, in combat mission. I have not tested this agaisnt the other Soviet tanks with similar armor compositions, so I am not sure if this potential problem pertains to those tanks as well. If the same issue exists there, much of this post may be relevant to those tanks also since they have the same or similar armor profiles on the glacis.
     
    I would like to start out by showing how the current game models the mentioned APFSDS vs the named target. I performed this test at 1000m, 0 degrees angle. I used RISE Passives for the M735 test and M60A3 TTS for the M774 testing. I counted each APFSDS fired to ensure I was not confusing sabot hits with other types of ammo the AI might choose to fire. I did the tests after noticing the durability of the T-64 glacis in various battles to verify under controlled conditions what I suspected was happening. In the screenshots you will notice that HEAT and Sabot hits have a different damage decal. To summarize the results, neither round can reliably penetrate the T-64 glacis. The game appears to model the weak point near the drivers hatch as the "upper front hull" and the main glacis as the "super structure front hull." M735 is ineffective against the superstructure and can occasionally gain penetrations against the driver plate area. M774 is slightly more effective with almost all rounds that hit the superstructure bouncing off, but very occasionally one will get though. M774 also tends to get through the driver plate area fairly reliably. However in both cases many of the hits to the driver plate area are counted as partial penetrations and not complete penetrations, which is odd considering that there is basically no composite armor in this area. Partial penetrations can seen in these screenshots via a smaller hole decal. They are rare for both rounds, especially vs superstructure.
     
    M735:




     
    M774:


     
    The T-64A glacis plate uses a laminate armor array that consisted of 80mm of steel followed by 105mm of texolite followed by a 20mm backing plate of RHA. This armor greatly increased protection against shaped charges while still providing good protection against kinetic threats.  For additional visualization purposes, I will use some screenshots from war thunder in some areas. There will also be screenshots from various books and webpages.
     

     

    Source: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2.html#8010520

    From Zaloga's T-64 Battle Tank:

     
     
     
     
    The Combat Mission CW manual states that M735 has 410mm of penetration and M774 has 440mm of penetration. These numbers are identical to the ones quoted on the steel beasts wiki, and are listed as being for a range of 3000m. I will include the table here, as well as some other rounds which will be relevant.

     
    From Tankograd: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2.html#8010520

     
    The above simulation shows that M735 would certainly penetrate the 80/105/20 array and then some at 1000m.

     
    The Israeli M111 APFSDS was a derivative of the M735. It would appear to be ballistically of similar performance due to that and the penetration values on the SB wiki. Russian testing of this round revealed that it could penetrate

    From Tankograd:

    It should be noted here that the T-72A and M1 featured a even thicker armor array than the one on the T-64, going to 60mm RHA/105mm texolite/50mm RHA. So if this could be penetrated by M111 it stands to reason that M735 could go through the weaker T-64A armor.
     
    After the end of the cold war T-72M1's were shot at with various German ammunition, including DM33 which is similar in performance to M774. These T-72s have the extra armor added later in the early 80s. It should be noted as well that the extra armor plates are past the scope of CMCW since they were not implemented until after the 1982 Israeli conflicts. DM33 105mm APFSDS penetrated the hull at 2km.

     
    Additionally, here is how M735 performs in steel beasts at 1840m, which is using the same penetration numbers as the CMCW manual (the picked range was just as close as I could get to 2km in the editor without spending 1 million hours trying to get it exact):


     


     
     
    Based on the general evidence, I think that the M735 and M774 ammunition should be made much more effective in game. M735 should be effective agaisnt the T-64A armor out to any practical range and M774 should be capable agaisnt the T-72A armor if it is not already, which I am guessing it is not based on in game performance agaisnt the worse T-64A armor array.
  15. Like
    FinStabilized got a reaction from Centurian52 in Some thoughts on the effectiveness of the M735 and M774 APFSDS on the glacis armor of T-64A.   
    So out of the gate I just want to say that Combat Mission Cold War is fantastic and is probably my favorite Combat Mission. Overall everything seems exceptionally well done and I am having tons of fun with the Campaign and Scenarios. I think I may have found an issue with M735 and M774 ammunition however. While playing various missions and some quick battle multiplayer with some friends, I noticed that the T-64A was remarkably durable. I didnt think too much of this at first, because I was expecting the T-64 to be a tough nut to crack. But as time went on I started to notice that it might be a bit too tough.
    M735 and M774 are not capable of penetrating the front glacis plate of T-64A, in combat mission. I have not tested this agaisnt the other Soviet tanks with similar armor compositions, so I am not sure if this potential problem pertains to those tanks as well. If the same issue exists there, much of this post may be relevant to those tanks also since they have the same or similar armor profiles on the glacis.
     
    I would like to start out by showing how the current game models the mentioned APFSDS vs the named target. I performed this test at 1000m, 0 degrees angle. I used RISE Passives for the M735 test and M60A3 TTS for the M774 testing. I counted each APFSDS fired to ensure I was not confusing sabot hits with other types of ammo the AI might choose to fire. I did the tests after noticing the durability of the T-64 glacis in various battles to verify under controlled conditions what I suspected was happening. In the screenshots you will notice that HEAT and Sabot hits have a different damage decal. To summarize the results, neither round can reliably penetrate the T-64 glacis. The game appears to model the weak point near the drivers hatch as the "upper front hull" and the main glacis as the "super structure front hull." M735 is ineffective against the superstructure and can occasionally gain penetrations against the driver plate area. M774 is slightly more effective with almost all rounds that hit the superstructure bouncing off, but very occasionally one will get though. M774 also tends to get through the driver plate area fairly reliably. However in both cases many of the hits to the driver plate area are counted as partial penetrations and not complete penetrations, which is odd considering that there is basically no composite armor in this area. Partial penetrations can seen in these screenshots via a smaller hole decal. They are rare for both rounds, especially vs superstructure.
     
    M735:




     
    M774:


     
    The T-64A glacis plate uses a laminate armor array that consisted of 80mm of steel followed by 105mm of texolite followed by a 20mm backing plate of RHA. This armor greatly increased protection against shaped charges while still providing good protection against kinetic threats.  For additional visualization purposes, I will use some screenshots from war thunder in some areas. There will also be screenshots from various books and webpages.
     

     

    Source: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2.html#8010520

    From Zaloga's T-64 Battle Tank:

     
     
     
     
    The Combat Mission CW manual states that M735 has 410mm of penetration and M774 has 440mm of penetration. These numbers are identical to the ones quoted on the steel beasts wiki, and are listed as being for a range of 3000m. I will include the table here, as well as some other rounds which will be relevant.

     
    From Tankograd: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2.html#8010520

     
    The above simulation shows that M735 would certainly penetrate the 80/105/20 array and then some at 1000m.

     
    The Israeli M111 APFSDS was a derivative of the M735. It would appear to be ballistically of similar performance due to that and the penetration values on the SB wiki. Russian testing of this round revealed that it could penetrate

    From Tankograd:

    It should be noted here that the T-72A and M1 featured a even thicker armor array than the one on the T-64, going to 60mm RHA/105mm texolite/50mm RHA. So if this could be penetrated by M111 it stands to reason that M735 could go through the weaker T-64A armor.
     
    After the end of the cold war T-72M1's were shot at with various German ammunition, including DM33 which is similar in performance to M774. These T-72s have the extra armor added later in the early 80s. It should be noted as well that the extra armor plates are past the scope of CMCW since they were not implemented until after the 1982 Israeli conflicts. DM33 105mm APFSDS penetrated the hull at 2km.

     
    Additionally, here is how M735 performs in steel beasts at 1840m, which is using the same penetration numbers as the CMCW manual (the picked range was just as close as I could get to 2km in the editor without spending 1 million hours trying to get it exact):


     


     
     
    Based on the general evidence, I think that the M735 and M774 ammunition should be made much more effective in game. M735 should be effective agaisnt the T-64A armor out to any practical range and M774 should be capable agaisnt the T-72A armor if it is not already, which I am guessing it is not based on in game performance agaisnt the worse T-64A armor array.
  16. Like
    FinStabilized got a reaction from USNRM3 in Idea for Cold War Module: Operation Unthinkable.   
    I know many people are looking for expansion to the nations in the current years of CMCW or expanding into the later 80s. I think these are great ideas but I think we have a perfect storm brewing for a different kind of cold war era.
    Operation Unthinkable.
    Battlefront has just finished Fire and Rubble, which gives us all the Soviet units we need, and my understanding is that the next module on the horizon is an expansion to Final Blitzkrieg that will bring it to the end of the war (unless Im mistaken). This gives us all the units we need for a end of the war clash between the Allies (starting with the Americans) and the Soviets. I think this would be super cool since I dont know of it ever being done before, and it would provide an interesting what if where we can clash Pershings and Shermans vs T-34-85s and Is-2s.
    I see several advantages to this option as the first CMCW module.
    -It would piggyback on existing content, most likely making it easier and faster to develop, and therefore out to us faster.
    -It would be ****ing cool to pit late war Soviets vs late war Americans.
    -It wouldnt slow down the possibility of other CMCW modules much if at all, since any development work needed on assets could still go forward while whatever campaigns and scenarios are needed for Operation Unthinkable are created.
    -It would not only have all the units and their costs and rarities in place, but could also use the maps from FBK, FnR, and RT, BfN etc.
     
  17. Like
    FinStabilized got a reaction from Kraft in Some thoughts on the effectiveness of the M735 and M774 APFSDS on the glacis armor of T-64A.   
    So out of the gate I just want to say that Combat Mission Cold War is fantastic and is probably my favorite Combat Mission. Overall everything seems exceptionally well done and I am having tons of fun with the Campaign and Scenarios. I think I may have found an issue with M735 and M774 ammunition however. While playing various missions and some quick battle multiplayer with some friends, I noticed that the T-64A was remarkably durable. I didnt think too much of this at first, because I was expecting the T-64 to be a tough nut to crack. But as time went on I started to notice that it might be a bit too tough.
    M735 and M774 are not capable of penetrating the front glacis plate of T-64A, in combat mission. I have not tested this agaisnt the other Soviet tanks with similar armor compositions, so I am not sure if this potential problem pertains to those tanks as well. If the same issue exists there, much of this post may be relevant to those tanks also since they have the same or similar armor profiles on the glacis.
     
    I would like to start out by showing how the current game models the mentioned APFSDS vs the named target. I performed this test at 1000m, 0 degrees angle. I used RISE Passives for the M735 test and M60A3 TTS for the M774 testing. I counted each APFSDS fired to ensure I was not confusing sabot hits with other types of ammo the AI might choose to fire. I did the tests after noticing the durability of the T-64 glacis in various battles to verify under controlled conditions what I suspected was happening. In the screenshots you will notice that HEAT and Sabot hits have a different damage decal. To summarize the results, neither round can reliably penetrate the T-64 glacis. The game appears to model the weak point near the drivers hatch as the "upper front hull" and the main glacis as the "super structure front hull." M735 is ineffective against the superstructure and can occasionally gain penetrations against the driver plate area. M774 is slightly more effective with almost all rounds that hit the superstructure bouncing off, but very occasionally one will get though. M774 also tends to get through the driver plate area fairly reliably. However in both cases many of the hits to the driver plate area are counted as partial penetrations and not complete penetrations, which is odd considering that there is basically no composite armor in this area. Partial penetrations can seen in these screenshots via a smaller hole decal. They are rare for both rounds, especially vs superstructure.
     
    M735:




     
    M774:


     
    The T-64A glacis plate uses a laminate armor array that consisted of 80mm of steel followed by 105mm of texolite followed by a 20mm backing plate of RHA. This armor greatly increased protection against shaped charges while still providing good protection against kinetic threats.  For additional visualization purposes, I will use some screenshots from war thunder in some areas. There will also be screenshots from various books and webpages.
     

     

    Source: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2.html#8010520

    From Zaloga's T-64 Battle Tank:

     
     
     
     
    The Combat Mission CW manual states that M735 has 410mm of penetration and M774 has 440mm of penetration. These numbers are identical to the ones quoted on the steel beasts wiki, and are listed as being for a range of 3000m. I will include the table here, as well as some other rounds which will be relevant.

     
    From Tankograd: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2.html#8010520

     
    The above simulation shows that M735 would certainly penetrate the 80/105/20 array and then some at 1000m.

     
    The Israeli M111 APFSDS was a derivative of the M735. It would appear to be ballistically of similar performance due to that and the penetration values on the SB wiki. Russian testing of this round revealed that it could penetrate

    From Tankograd:

    It should be noted here that the T-72A and M1 featured a even thicker armor array than the one on the T-64, going to 60mm RHA/105mm texolite/50mm RHA. So if this could be penetrated by M111 it stands to reason that M735 could go through the weaker T-64A armor.
     
    After the end of the cold war T-72M1's were shot at with various German ammunition, including DM33 which is similar in performance to M774. These T-72s have the extra armor added later in the early 80s. It should be noted as well that the extra armor plates are past the scope of CMCW since they were not implemented until after the 1982 Israeli conflicts. DM33 105mm APFSDS penetrated the hull at 2km.

     
    Additionally, here is how M735 performs in steel beasts at 1840m, which is using the same penetration numbers as the CMCW manual (the picked range was just as close as I could get to 2km in the editor without spending 1 million hours trying to get it exact):


     


     
     
    Based on the general evidence, I think that the M735 and M774 ammunition should be made much more effective in game. M735 should be effective agaisnt the T-64A armor out to any practical range and M774 should be capable agaisnt the T-72A armor if it is not already, which I am guessing it is not based on in game performance agaisnt the worse T-64A armor array.
  18. Like
    FinStabilized got a reaction from niall78 in Some thoughts on the effectiveness of the M735 and M774 APFSDS on the glacis armor of T-64A.   
    So out of the gate I just want to say that Combat Mission Cold War is fantastic and is probably my favorite Combat Mission. Overall everything seems exceptionally well done and I am having tons of fun with the Campaign and Scenarios. I think I may have found an issue with M735 and M774 ammunition however. While playing various missions and some quick battle multiplayer with some friends, I noticed that the T-64A was remarkably durable. I didnt think too much of this at first, because I was expecting the T-64 to be a tough nut to crack. But as time went on I started to notice that it might be a bit too tough.
    M735 and M774 are not capable of penetrating the front glacis plate of T-64A, in combat mission. I have not tested this agaisnt the other Soviet tanks with similar armor compositions, so I am not sure if this potential problem pertains to those tanks as well. If the same issue exists there, much of this post may be relevant to those tanks also since they have the same or similar armor profiles on the glacis.
     
    I would like to start out by showing how the current game models the mentioned APFSDS vs the named target. I performed this test at 1000m, 0 degrees angle. I used RISE Passives for the M735 test and M60A3 TTS for the M774 testing. I counted each APFSDS fired to ensure I was not confusing sabot hits with other types of ammo the AI might choose to fire. I did the tests after noticing the durability of the T-64 glacis in various battles to verify under controlled conditions what I suspected was happening. In the screenshots you will notice that HEAT and Sabot hits have a different damage decal. To summarize the results, neither round can reliably penetrate the T-64 glacis. The game appears to model the weak point near the drivers hatch as the "upper front hull" and the main glacis as the "super structure front hull." M735 is ineffective against the superstructure and can occasionally gain penetrations against the driver plate area. M774 is slightly more effective with almost all rounds that hit the superstructure bouncing off, but very occasionally one will get though. M774 also tends to get through the driver plate area fairly reliably. However in both cases many of the hits to the driver plate area are counted as partial penetrations and not complete penetrations, which is odd considering that there is basically no composite armor in this area. Partial penetrations can seen in these screenshots via a smaller hole decal. They are rare for both rounds, especially vs superstructure.
     
    M735:




     
    M774:


     
    The T-64A glacis plate uses a laminate armor array that consisted of 80mm of steel followed by 105mm of texolite followed by a 20mm backing plate of RHA. This armor greatly increased protection against shaped charges while still providing good protection against kinetic threats.  For additional visualization purposes, I will use some screenshots from war thunder in some areas. There will also be screenshots from various books and webpages.
     

     

    Source: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2.html#8010520

    From Zaloga's T-64 Battle Tank:

     
     
     
     
    The Combat Mission CW manual states that M735 has 410mm of penetration and M774 has 440mm of penetration. These numbers are identical to the ones quoted on the steel beasts wiki, and are listed as being for a range of 3000m. I will include the table here, as well as some other rounds which will be relevant.

     
    From Tankograd: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2.html#8010520

     
    The above simulation shows that M735 would certainly penetrate the 80/105/20 array and then some at 1000m.

     
    The Israeli M111 APFSDS was a derivative of the M735. It would appear to be ballistically of similar performance due to that and the penetration values on the SB wiki. Russian testing of this round revealed that it could penetrate

    From Tankograd:

    It should be noted here that the T-72A and M1 featured a even thicker armor array than the one on the T-64, going to 60mm RHA/105mm texolite/50mm RHA. So if this could be penetrated by M111 it stands to reason that M735 could go through the weaker T-64A armor.
     
    After the end of the cold war T-72M1's were shot at with various German ammunition, including DM33 which is similar in performance to M774. These T-72s have the extra armor added later in the early 80s. It should be noted as well that the extra armor plates are past the scope of CMCW since they were not implemented until after the 1982 Israeli conflicts. DM33 105mm APFSDS penetrated the hull at 2km.

     
    Additionally, here is how M735 performs in steel beasts at 1840m, which is using the same penetration numbers as the CMCW manual (the picked range was just as close as I could get to 2km in the editor without spending 1 million hours trying to get it exact):


     


     
     
    Based on the general evidence, I think that the M735 and M774 ammunition should be made much more effective in game. M735 should be effective agaisnt the T-64A armor out to any practical range and M774 should be capable agaisnt the T-72A armor if it is not already, which I am guessing it is not based on in game performance agaisnt the worse T-64A armor array.
  19. Like
    FinStabilized got a reaction from Amedeo in Some thoughts on the effectiveness of the M735 and M774 APFSDS on the glacis armor of T-64A.   
    So I tested the baseline T-72, which should have the same armor array as the T-64A.
     
    20 Super Structure Penetrations, 13 Total Failures, 41 Partial penetrations of superstructure, 18 Upper front plate pens, 0 partial pens of ufp.
    72% chance of general failure agaisnt superstructure. 17% chance of total failure. 27% chance of total success. 55 percent chance of partial pen.
     
    So for some reason the T-72 (baseline) which has the same armor on the glacis as T-64A, has a statically significant decrease in protection. Although I might add that this is still nowhere what would be expected. This test was with M774, which we know for certain could defeat the 80/105/20 array at 3km.
     
     
    @Amedeo
    I see that you are right about the SB wiki ranges, which appear to max effective range.
     
    I am unaware of any claims made by anyone on the tank-net forums. Nor did I read about this from the 2006 Warford article. I did however go back and check it out today and I was not able to find any mention of M735 being claimed to fail. The only mention of 735 is that there were confirmed reports of its presence. Also the warford article and other sources seem to indicate that the suspected captured vehicle was a magach4, or m48. My first source for this was actually tankograd, but Ive seen in mentioned in several places including Zaloga. I very much doubt Zaloga of all people would be reporting it matter of factly if the only source was a forum post. Also there are alot of details in the below quote as well as reference to a separate book not written by the mentioned colonel. That book is in cryillic so I am unable to read it but I digress.
    "M111 "Hetz" ammunition was acquired by the Soviet Union and extensively examined and tested after the 1982 war in Lebanon (June 1982 - September 1982). A very popular theory is that the ammunition came on board a captured Israeli Magach 4 tank, which was until recently on display in Kubinka. Having captured M111 "Hetz" rounds in sufficient quantity for live fire testing, it was discovered by Soviet specialists that the upper glacis of the T-72 was vulnerable. As a response, the "Reflection" R&D programme (ОКР «Отражение») was initiated. This programme consisted of the "Reflection-2" research topic on a stopgap solution and the "Reflection-1" research topic on a long-term solution. Work on the "Reflection-2" research topic concluded before the end of 1982. It lead to the development of high hardness appliqué armour plates tailored to each of the Soviet Army's main battle tanks - the T-64, T-72 and T-80.

    As part of the "Reflection-2" programme, new-production T-72A tanks received a layer of appliqué armour on the upper glacis during hull construction at the factory and the T-72M1 export variant was created on the basis of this model in the same year. Furthermore, all models of the T-72 series were ordered to have 16mm of appliqué armour welded onto the upper glacis beginning in July 1983. The uparmouring process for existing tanks was authorized to take place during scheduled maintenance at repair facilities across the USSR.


    As explained on page 139 of the book "Т-72/Т-90. Опыт создания отечественных основных боевых танков", the appliqué armour was intended to limit the effective range of M111, but no more. It was merely a temporary stopgap measure to keep the Soviet Army's large fleet of T-72 tanks viable against common 105mm APFSDS threats for the next few years. The limitations of the outdated three-layer armour sandwich design were recognized and work on a much more serious upgrade in armour protection was already underway, thanks to prior intelligence on West German plans to install a 120mm gun on the new Leopard 2 tank. Indeed, the 16mm plate was not only intended to immunize the tank from the new 105mm threat, but also to limit the effective range of the 120mm gun threat."
     
    Anyhow in many ways this is neither here nor there . The point of mentioning M111 Hetz is that as far was we know, it defeated the T-72A, which had a better armor array on the glacis than the 64A, the subject of this post. Based on the best information available, M111 and M735 seem to be similar performance rounds. Even if we assume 735 to be a bit worse, it should not have issues with the 64A type array. This evidence is listed because it is highly suggestive, if not definitive. Zaloga  quotes from official Russian sources that the 80/105/20 array as being equivalent to 335mm, easily within M735s grasp. This is also consistent with every other bit of evidence I can find on these rounds/armor, including steel beasts, whose values CMCW manual seems to be quoting or has arrived at on its own. But to reiterate my answer I quoted the M111 tests because they are part of a preponderance of evidence both suggestive and estimated.
     
  20. Like
    FinStabilized got a reaction from Amedeo in Some thoughts on the effectiveness of the M735 and M774 APFSDS on the glacis armor of T-64A.   
    I don't have time right now to respond to this entirely right now but I want to note something about the test. I also started testing the T-72 and T-72A and it is for some reason far less resistant than the T-64A, despite the fact that the baseline 72 should have the same armor array and the 72A should be more resistant than the 64A. I havent had time to do 100 tests and save the files, but it is obvious from the testing Ive done so far and what you just posted that the T-72 is far weaker for some reason.  This indicates strongly to me that this is a bug of some kind, especially in conjunction with the fact that the hatch weak point appears int he wrong place and for some reason always leaves two overlapping penetration hole decals. I think there might be some swapped armor data entries or something, because the T-64A should be penetrable just like the baseline 72, much less the 72A.
  21. Like
    FinStabilized got a reaction from THH149 in Idea for Cold War Module: Operation Unthinkable.   
    I know many people are looking for expansion to the nations in the current years of CMCW or expanding into the later 80s. I think these are great ideas but I think we have a perfect storm brewing for a different kind of cold war era.
    Operation Unthinkable.
    Battlefront has just finished Fire and Rubble, which gives us all the Soviet units we need, and my understanding is that the next module on the horizon is an expansion to Final Blitzkrieg that will bring it to the end of the war (unless Im mistaken). This gives us all the units we need for a end of the war clash between the Allies (starting with the Americans) and the Soviets. I think this would be super cool since I dont know of it ever being done before, and it would provide an interesting what if where we can clash Pershings and Shermans vs T-34-85s and Is-2s.
    I see several advantages to this option as the first CMCW module.
    -It would piggyback on existing content, most likely making it easier and faster to develop, and therefore out to us faster.
    -It would be ****ing cool to pit late war Soviets vs late war Americans.
    -It wouldnt slow down the possibility of other CMCW modules much if at all, since any development work needed on assets could still go forward while whatever campaigns and scenarios are needed for Operation Unthinkable are created.
    -It would not only have all the units and their costs and rarities in place, but could also use the maps from FBK, FnR, and RT, BfN etc.
     
  22. Like
    FinStabilized got a reaction from jtsjc1 in Some thoughts on the effectiveness of the M735 and M774 APFSDS on the glacis armor of T-64A.   
    So out of the gate I just want to say that Combat Mission Cold War is fantastic and is probably my favorite Combat Mission. Overall everything seems exceptionally well done and I am having tons of fun with the Campaign and Scenarios. I think I may have found an issue with M735 and M774 ammunition however. While playing various missions and some quick battle multiplayer with some friends, I noticed that the T-64A was remarkably durable. I didnt think too much of this at first, because I was expecting the T-64 to be a tough nut to crack. But as time went on I started to notice that it might be a bit too tough.
    M735 and M774 are not capable of penetrating the front glacis plate of T-64A, in combat mission. I have not tested this agaisnt the other Soviet tanks with similar armor compositions, so I am not sure if this potential problem pertains to those tanks as well. If the same issue exists there, much of this post may be relevant to those tanks also since they have the same or similar armor profiles on the glacis.
     
    I would like to start out by showing how the current game models the mentioned APFSDS vs the named target. I performed this test at 1000m, 0 degrees angle. I used RISE Passives for the M735 test and M60A3 TTS for the M774 testing. I counted each APFSDS fired to ensure I was not confusing sabot hits with other types of ammo the AI might choose to fire. I did the tests after noticing the durability of the T-64 glacis in various battles to verify under controlled conditions what I suspected was happening. In the screenshots you will notice that HEAT and Sabot hits have a different damage decal. To summarize the results, neither round can reliably penetrate the T-64 glacis. The game appears to model the weak point near the drivers hatch as the "upper front hull" and the main glacis as the "super structure front hull." M735 is ineffective against the superstructure and can occasionally gain penetrations against the driver plate area. M774 is slightly more effective with almost all rounds that hit the superstructure bouncing off, but very occasionally one will get though. M774 also tends to get through the driver plate area fairly reliably. However in both cases many of the hits to the driver plate area are counted as partial penetrations and not complete penetrations, which is odd considering that there is basically no composite armor in this area. Partial penetrations can seen in these screenshots via a smaller hole decal. They are rare for both rounds, especially vs superstructure.
     
    M735:




     
    M774:


     
    The T-64A glacis plate uses a laminate armor array that consisted of 80mm of steel followed by 105mm of texolite followed by a 20mm backing plate of RHA. This armor greatly increased protection against shaped charges while still providing good protection against kinetic threats.  For additional visualization purposes, I will use some screenshots from war thunder in some areas. There will also be screenshots from various books and webpages.
     

     

    Source: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2.html#8010520

    From Zaloga's T-64 Battle Tank:

     
     
     
     
    The Combat Mission CW manual states that M735 has 410mm of penetration and M774 has 440mm of penetration. These numbers are identical to the ones quoted on the steel beasts wiki, and are listed as being for a range of 3000m. I will include the table here, as well as some other rounds which will be relevant.

     
    From Tankograd: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2.html#8010520

     
    The above simulation shows that M735 would certainly penetrate the 80/105/20 array and then some at 1000m.

     
    The Israeli M111 APFSDS was a derivative of the M735. It would appear to be ballistically of similar performance due to that and the penetration values on the SB wiki. Russian testing of this round revealed that it could penetrate

    From Tankograd:

    It should be noted here that the T-72A and M1 featured a even thicker armor array than the one on the T-64, going to 60mm RHA/105mm texolite/50mm RHA. So if this could be penetrated by M111 it stands to reason that M735 could go through the weaker T-64A armor.
     
    After the end of the cold war T-72M1's were shot at with various German ammunition, including DM33 which is similar in performance to M774. These T-72s have the extra armor added later in the early 80s. It should be noted as well that the extra armor plates are past the scope of CMCW since they were not implemented until after the 1982 Israeli conflicts. DM33 105mm APFSDS penetrated the hull at 2km.

     
    Additionally, here is how M735 performs in steel beasts at 1840m, which is using the same penetration numbers as the CMCW manual (the picked range was just as close as I could get to 2km in the editor without spending 1 million hours trying to get it exact):


     


     
     
    Based on the general evidence, I think that the M735 and M774 ammunition should be made much more effective in game. M735 should be effective agaisnt the T-64A armor out to any practical range and M774 should be capable agaisnt the T-72A armor if it is not already, which I am guessing it is not based on in game performance agaisnt the worse T-64A armor array.
  23. Upvote
    FinStabilized got a reaction from c3k in Some thoughts on the effectiveness of the M735 and M774 APFSDS on the glacis armor of T-64A.   
    So out of the gate I just want to say that Combat Mission Cold War is fantastic and is probably my favorite Combat Mission. Overall everything seems exceptionally well done and I am having tons of fun with the Campaign and Scenarios. I think I may have found an issue with M735 and M774 ammunition however. While playing various missions and some quick battle multiplayer with some friends, I noticed that the T-64A was remarkably durable. I didnt think too much of this at first, because I was expecting the T-64 to be a tough nut to crack. But as time went on I started to notice that it might be a bit too tough.
    M735 and M774 are not capable of penetrating the front glacis plate of T-64A, in combat mission. I have not tested this agaisnt the other Soviet tanks with similar armor compositions, so I am not sure if this potential problem pertains to those tanks as well. If the same issue exists there, much of this post may be relevant to those tanks also since they have the same or similar armor profiles on the glacis.
     
    I would like to start out by showing how the current game models the mentioned APFSDS vs the named target. I performed this test at 1000m, 0 degrees angle. I used RISE Passives for the M735 test and M60A3 TTS for the M774 testing. I counted each APFSDS fired to ensure I was not confusing sabot hits with other types of ammo the AI might choose to fire. I did the tests after noticing the durability of the T-64 glacis in various battles to verify under controlled conditions what I suspected was happening. In the screenshots you will notice that HEAT and Sabot hits have a different damage decal. To summarize the results, neither round can reliably penetrate the T-64 glacis. The game appears to model the weak point near the drivers hatch as the "upper front hull" and the main glacis as the "super structure front hull." M735 is ineffective against the superstructure and can occasionally gain penetrations against the driver plate area. M774 is slightly more effective with almost all rounds that hit the superstructure bouncing off, but very occasionally one will get though. M774 also tends to get through the driver plate area fairly reliably. However in both cases many of the hits to the driver plate area are counted as partial penetrations and not complete penetrations, which is odd considering that there is basically no composite armor in this area. Partial penetrations can seen in these screenshots via a smaller hole decal. They are rare for both rounds, especially vs superstructure.
     
    M735:




     
    M774:


     
    The T-64A glacis plate uses a laminate armor array that consisted of 80mm of steel followed by 105mm of texolite followed by a 20mm backing plate of RHA. This armor greatly increased protection against shaped charges while still providing good protection against kinetic threats.  For additional visualization purposes, I will use some screenshots from war thunder in some areas. There will also be screenshots from various books and webpages.
     

     

    Source: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2.html#8010520

    From Zaloga's T-64 Battle Tank:

     
     
     
     
    The Combat Mission CW manual states that M735 has 410mm of penetration and M774 has 440mm of penetration. These numbers are identical to the ones quoted on the steel beasts wiki, and are listed as being for a range of 3000m. I will include the table here, as well as some other rounds which will be relevant.

     
    From Tankograd: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2.html#8010520

     
    The above simulation shows that M735 would certainly penetrate the 80/105/20 array and then some at 1000m.

     
    The Israeli M111 APFSDS was a derivative of the M735. It would appear to be ballistically of similar performance due to that and the penetration values on the SB wiki. Russian testing of this round revealed that it could penetrate

    From Tankograd:

    It should be noted here that the T-72A and M1 featured a even thicker armor array than the one on the T-64, going to 60mm RHA/105mm texolite/50mm RHA. So if this could be penetrated by M111 it stands to reason that M735 could go through the weaker T-64A armor.
     
    After the end of the cold war T-72M1's were shot at with various German ammunition, including DM33 which is similar in performance to M774. These T-72s have the extra armor added later in the early 80s. It should be noted as well that the extra armor plates are past the scope of CMCW since they were not implemented until after the 1982 Israeli conflicts. DM33 105mm APFSDS penetrated the hull at 2km.

     
    Additionally, here is how M735 performs in steel beasts at 1840m, which is using the same penetration numbers as the CMCW manual (the picked range was just as close as I could get to 2km in the editor without spending 1 million hours trying to get it exact):


     


     
     
    Based on the general evidence, I think that the M735 and M774 ammunition should be made much more effective in game. M735 should be effective agaisnt the T-64A armor out to any practical range and M774 should be capable agaisnt the T-72A armor if it is not already, which I am guessing it is not based on in game performance agaisnt the worse T-64A armor array.
  24. Like
    FinStabilized got a reaction from Amedeo in Some thoughts on the effectiveness of the M735 and M774 APFSDS on the glacis armor of T-64A.   
    So out of the gate I just want to say that Combat Mission Cold War is fantastic and is probably my favorite Combat Mission. Overall everything seems exceptionally well done and I am having tons of fun with the Campaign and Scenarios. I think I may have found an issue with M735 and M774 ammunition however. While playing various missions and some quick battle multiplayer with some friends, I noticed that the T-64A was remarkably durable. I didnt think too much of this at first, because I was expecting the T-64 to be a tough nut to crack. But as time went on I started to notice that it might be a bit too tough.
    M735 and M774 are not capable of penetrating the front glacis plate of T-64A, in combat mission. I have not tested this agaisnt the other Soviet tanks with similar armor compositions, so I am not sure if this potential problem pertains to those tanks as well. If the same issue exists there, much of this post may be relevant to those tanks also since they have the same or similar armor profiles on the glacis.
     
    I would like to start out by showing how the current game models the mentioned APFSDS vs the named target. I performed this test at 1000m, 0 degrees angle. I used RISE Passives for the M735 test and M60A3 TTS for the M774 testing. I counted each APFSDS fired to ensure I was not confusing sabot hits with other types of ammo the AI might choose to fire. I did the tests after noticing the durability of the T-64 glacis in various battles to verify under controlled conditions what I suspected was happening. In the screenshots you will notice that HEAT and Sabot hits have a different damage decal. To summarize the results, neither round can reliably penetrate the T-64 glacis. The game appears to model the weak point near the drivers hatch as the "upper front hull" and the main glacis as the "super structure front hull." M735 is ineffective against the superstructure and can occasionally gain penetrations against the driver plate area. M774 is slightly more effective with almost all rounds that hit the superstructure bouncing off, but very occasionally one will get though. M774 also tends to get through the driver plate area fairly reliably. However in both cases many of the hits to the driver plate area are counted as partial penetrations and not complete penetrations, which is odd considering that there is basically no composite armor in this area. Partial penetrations can seen in these screenshots via a smaller hole decal. They are rare for both rounds, especially vs superstructure.
     
    M735:




     
    M774:


     
    The T-64A glacis plate uses a laminate armor array that consisted of 80mm of steel followed by 105mm of texolite followed by a 20mm backing plate of RHA. This armor greatly increased protection against shaped charges while still providing good protection against kinetic threats.  For additional visualization purposes, I will use some screenshots from war thunder in some areas. There will also be screenshots from various books and webpages.
     

     

    Source: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2.html#8010520

    From Zaloga's T-64 Battle Tank:

     
     
     
     
    The Combat Mission CW manual states that M735 has 410mm of penetration and M774 has 440mm of penetration. These numbers are identical to the ones quoted on the steel beasts wiki, and are listed as being for a range of 3000m. I will include the table here, as well as some other rounds which will be relevant.

     
    From Tankograd: https://thesovietarmourblog.blogspot.com/2017/12/t-72-part-2.html#8010520

     
    The above simulation shows that M735 would certainly penetrate the 80/105/20 array and then some at 1000m.

     
    The Israeli M111 APFSDS was a derivative of the M735. It would appear to be ballistically of similar performance due to that and the penetration values on the SB wiki. Russian testing of this round revealed that it could penetrate

    From Tankograd:

    It should be noted here that the T-72A and M1 featured a even thicker armor array than the one on the T-64, going to 60mm RHA/105mm texolite/50mm RHA. So if this could be penetrated by M111 it stands to reason that M735 could go through the weaker T-64A armor.
     
    After the end of the cold war T-72M1's were shot at with various German ammunition, including DM33 which is similar in performance to M774. These T-72s have the extra armor added later in the early 80s. It should be noted as well that the extra armor plates are past the scope of CMCW since they were not implemented until after the 1982 Israeli conflicts. DM33 105mm APFSDS penetrated the hull at 2km.

     
    Additionally, here is how M735 performs in steel beasts at 1840m, which is using the same penetration numbers as the CMCW manual (the picked range was just as close as I could get to 2km in the editor without spending 1 million hours trying to get it exact):


     


     
     
    Based on the general evidence, I think that the M735 and M774 ammunition should be made much more effective in game. M735 should be effective agaisnt the T-64A armor out to any practical range and M774 should be capable agaisnt the T-72A armor if it is not already, which I am guessing it is not based on in game performance agaisnt the worse T-64A armor array.
  25. Like
    FinStabilized got a reaction from Amedeo in Some thoughts on the effectiveness of the M735 and M774 APFSDS on the glacis armor of T-64A.   
    @Cpt Miller@Amedeo Thanks for the compliments on my post I have only lurked on forums but Ive actually been playing combat mission since the mid-2000s. I totally agree that WEGO is the way to go!
     
    @AmedeoM735A1 is the same design as M735, just with DU penetrator instead of WHA, and M111 is WHA. Also are you sure about the SB wiki ranges being for point blank? I dont think it makes much of a difference in the conclusions of my post, but the wiki does list ranges next to each penetration value. Either way estimates of the M111 point to it being comparable to 735, slightly worse even.
    @Cpt Miller
    I agree completely that a small number of samples could end up with just bad luck, however I performed over 100 tests of M774 and so far I have done 61 tests of 745 so far at 1000m. Results are below as are my saved games files. I forgot to save one or two of the tests but overall I think these show that this is not a case of bad luck.
    774:
    71 Failures Superstructure, 3 Pens of Superstructure, 29 Pens of UFP, 14 Partial pens SS, 1 Partial Pen of UFP.
    95 percent chance of total failure relative to total success. 80% chance of no penetration or partial penetration. 15% chance of partial penetration (superstructure for all)
     
    735 (so far): 43 Failures SS, 1 SS pen, 14 UFP pens, 0 Partial pens of SS, 3 Partial pens of UFP.
    97 percent chance of failure agaisnt SS.
     
    https://www.filemail.com/d/tefcobwkwqdhdaq

     
     
    Also something I have noticed in testing is that the Upper front plate penetrations always appear where the LFP and Glacis meet. Never near the drivers hatch where one might expect. This is another indicator to me that something is bugged here. I see no reason why either of these rounds would fail agaisnt the main glacis armor, ie super structure. Especially M774, which we know for certain could penetrate the 80/105/20 array even out to 3km. I would also like to reiterate something from my original post, that this is mainly about the T-64A armor. The point of including the T-72 references is because M111 was able to penetrate the 60/105/50 array before the Soviets upgraded with with applique, which is stronger than the 80/105/20 array on T-64A.
     
×
×
  • Create New...