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  • ruRussian
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00:00:02
[music]
00:00:07
[music]
00:00:13
[music]
00:00:16
hello dear tankers in this
00:00:18
episode of entertaining mechanics
00:00:20
we will talk about such an important aspect of the game
00:00:22
as breaking through the armor of a tank; knowledge of
00:00:24
armor penetration algorithms is
00:00:26
twice necessary for any tanker; on the
00:00:28
one hand, it will allow you to
00:00:30
hit the enemy more effectively and on the other hand it will help
00:00:32
under the enemy fire to extend the life of
00:00:34
your combat vehicle,
00:00:36
so we have divided this extensive topic
00:00:38
into two issues: the security of armored vehicles
00:00:41
and the destruction of armored vehicles
00:00:47
[music]
00:00:50
do not forget that the world of tanks this
00:00:53
game is not a training simulator; of course, in
00:00:55
many ways it strives to comply with the laws of
00:00:57
tank battles, but still has a number of
00:00:59
conventions necessary to give the
00:01:01
battles the proper dynamics, the processes that
00:01:04
occur in reality when
00:01:06
shells hit armor are too complex to
00:01:08
calculate on the fly, and the spread of results
00:01:10
is such that the great Belarusian random
00:01:12
will seem like a model of predictability,
00:01:14
for example, a shell hitting strictly
00:01:17
perpendicularly to the armor would seem to have
00:01:19
maximum penetration, however, when the
00:01:21
blank splits from internal
00:01:23
stresses at the moment of impact, this parameter
00:01:25
drops to zero in the game, but it has
00:01:28
only a 25 percent spread from the nominal value
00:01:31
indicated in the description. If, say, the gun of
00:01:33
your MS-1 has an armor penetration of 51
00:01:36
millimeters, then you should expect a spread from
00:01:39
38 to sixty-four millimeters,
00:01:42
the spread of values ​​​​for damage is plotted in the
00:01:44
same way, before we start
00:01:47
talking about the geometry and mechanisms of
00:01:49
penetration, we will explain the terminology that
00:01:51
we will use; we will take a point on the
00:01:54
armor and draw a tangent normal through it;
00:01:56
this is a straight line drawn through the
00:01:58
selected point, perpendicular to
00:02:00
the tangent; in simple terms, this is an
00:02:03
ordinary perpendicular; we will also explain what
00:02:06
we will consider as the angle of entry projectile
00:02:08
is the angle between the normal and the trajectory of the
00:02:11
projectile at the point of impact, that is,
00:02:13
at zero degrees the chance of armor penetration
00:02:15
will be maximum, and say at 80, a
00:02:18
ricochet will most likely occur. It is worth
00:02:22
noting that many players define
00:02:23
this angle as the angle between the tangent and the
00:02:26
trajectory of the projectile,
00:02:27
noting, for example, that at angles less than
00:02:29
30 degrees, the chance of a rebound is very high, we
00:02:32
will adhere to the terminology
00:02:34
accepted among the developers of the world of tanks
00:02:36
and in military technical literature and
00:02:38
consider the angle from the normal
00:02:41
another important concept is the given armor, a
00:02:44
projectile with a large angle of entry into the
00:02:46
armor has to penetrate a much
00:02:48
greater thickness than indicated in the tank description,
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according to with the laws of geometry, the
00:02:53
final layer or the reduced thickness of the
00:02:55
armor that needs to be penetrated
00:02:57
is calculated as the ratio of the thickness of the
00:02:59
armor to the cosine of the angle of entry, of course
00:03:03
during the battle no one will sit with a
00:03:05
protractor and a calculator and
00:03:06
calculate the reduced armor; just
00:03:08
remember the
00:03:09
intuitive rule, the greater the
00:03:12
angle of entry of the projectile, the thicker the layer of
00:03:14
armor which he needs to pierce
00:03:20
[music]
00:03:24
to make it easier for novice players to
00:03:26
understand who and where they can pierce, an
00:03:29
armor penetration marker was introduced into the game for
00:03:31
arcade and sniper sights; if
00:03:34
it is green, then when shells hit the
00:03:35
armor normally, you will cause damage to the combat
00:03:38
vehicle; if it is orange, then the probability is 50 to
00:03:41
50 if it’s red, then you
00:03:43
shouldn’t waste armor; holes in the projectile; however, you
00:03:46
can’t trust the color of the marker unconditionally;
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tank armor can be located at the most
00:03:51
bizarre angles; in addition, your
00:03:53
projectile can deviate from the
00:03:55
aiming line and hit a little wrong
00:03:57
where you’re aiming;
00:03:58
and if you’re aiming at the lower frontal
00:04:00
part of the enemy, but he stood up like a diamond,
00:04:03
you won’t always be able to pierce him,
00:04:05
because even if the tank’s description
00:04:07
indicates an armor thickness of 50 millimeters, then
00:04:09
in this case your projectile will
00:04:11
have to pierce 60 70 80 millimeters of the
00:04:14
given armor or even
00:04:15
more, but the color of the marker is not
00:04:18
will change, but don’t be upset
00:04:20
because armor behaves in the same way in real
00:04:22
battles and
00:04:24
tank designers made
00:04:26
shells for guns in such a way that
00:04:29
when hit they tend to turn toward the
00:04:32
normal at the point of impact and
00:04:34
bring the angle of contact with the armor a little closer to zero
00:04:36
degrees, this effect is called normalization
00:04:38
projectile and starting with update 080
00:04:41
it is 45 degrees, so we
00:04:44
can adjust our formula for
00:04:46
calculating the reduced armor taking into account the normalization angle, which
00:04:49
means that in the game, if a sheet hits the armor
00:04:52
at an angle of 45 degrees, the
00:04:53
projectile will return to 40 degrees to the
00:04:56
normal and it will have little time to penetrate the armor
00:04:57
but still, it’s easier, for example,
00:05:00
to calculate the given armor, taking into account
00:05:02
normalization for two tanks familiar to everyone, the
00:05:04
tiger and the royal tiger,
00:05:07
for clarity, we, positioned on the
00:05:09
opposite side, will shoot the upper frontal
00:05:11
part from a distance of 50 meters from
00:05:14
armor-piercing guns whose armor penetration is approximately equal to the
00:05:16
thickness of my armor
00:05:18
for the sake of simplifying calculations Let's assume
00:05:20
that the projectile flies parallel to the ground,
00:05:22
let's start with the tiger, the thickness of its frontal armor is
00:05:25
100 millimeters and it is located with a
00:05:28
deviation of only 9 degrees from
00:05:29
the vertical, the
00:05:30
angle of entry will be the same, and taking
00:05:33
into account normalization we get 4 degrees,
00:05:35
we shoot from a KVK 40 l 48 gun with an
00:05:38
average armor penetration of one hundred six
00:05:40
millimeters we see many penetrations of the
00:05:42
armor since the thickness of the given
00:05:44
armor will be approximately equal to the same
00:05:46
100 millimeters,
00:05:47
now we invited onto the stage a royal
00:05:50
tiger with a thickness of the upper frontal part of
00:05:52
150 millimeters, and we will test its durability with a
00:05:55
90 millimeter
00:05:56
m3s gun with an armor penetration of 160 millimeters, a
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fairly large number of hits did
00:06:02
not inflict on the tank you will cause significant damage
00:06:04
because the armor has an inclination angle of 50
00:06:07
degrees, which means the given armor
00:06:09
has an impressive 212 millimeters, and
00:06:12
since the maximum possible
00:06:14
armor penetration of our gun with an armor-piercing
00:06:16
projectile is only 200 millimeters, we
00:06:18
will not be able to disturb the royal
00:06:20
equanimity by shooting at the upper
00:06:22
frontal part
00:06:26
[music]
00:06:28
normalization will not help if the angle of
00:06:30
entry will be more than 70 degrees
00:06:32
because in this case the armor-piercing
00:06:34
projectile will simply ricochet, this is very
00:06:37
important to remember, you should not waste
00:06:39
projectiles by shooting anyhow where you should at
00:06:42
least have an approximate idea at what
00:06:44
angle it will hit the armor.
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By the way, after the first ricochet the projectile does not
00:06:48
disappear, it can still cause damage
00:06:50
but only within one tank,
00:06:52
billiard techniques will not work here,
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so do not count on being able to
00:06:56
masterfully ricochet into another tank.
00:06:59
When firing armor-piercing or
00:07:01
sub-caliber ammunition, the ricochet does not occur
00:07:03
if the caliber of the gun is three times the
00:07:06
thickness of the armor; in this case, the projectile
00:07:08
tries to penetrate the armor regardless
00:07:10
of the angle when hitting external modules,
00:07:13
for example, the chassis of
00:07:14
a gun or surveillance devices, the ricochet
00:07:17
also does not occur, regardless of
00:07:19
the angle, they generally have a special
00:07:21
damage model, each module
00:07:23
has its own armor and strength points,
00:07:25
and the rules for calculating the given armor
00:07:28
do not apply to them and you always
00:07:30
need to penetrate a strictly defined one thickness,
00:07:33
if this happens, the module loses
00:07:35
strength points and the projectile continues to move and
00:07:37
thus may well damage
00:07:39
the hull of the tank,
00:07:40
however, the armor
00:07:42
penetration indicator of the projectile is reduced
00:07:44
by the thickness of the armor of the damaged module and it
00:07:46
will be more difficult for it to penetrate the main armor;
00:07:49
this is a secret widely discussed
00:07:51
on psaltery, the armor of combat vehicles in the game
00:07:56
is divided into the main one and the so-called
00:07:58
screens; penetration of the main armor removes the
00:08:01
machine's strength points, and the screen
00:08:03
only weakens the projectile, reducing its
00:08:05
armor penetration; the screens are located
00:08:08
at some distance from the main
00:08:10
armor and usually have a small thickness,
00:08:12
with the exception of the screens on the gun mantlets; this is
00:08:15
very important remember that when
00:08:17
only the screen is penetrated, the
00:08:18
tank does not lose strength points, why is this
00:08:20
important because this is one of the main
00:08:22
reasons for incomprehensible hits without damage,
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remember the spread of the value of
00:08:27
armor penetration even if the projectile penetrated the
00:08:30
screen, its armor penetration may
00:08:32
be so weakened that it will
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not be enough to penetrate the main armor
00:08:36
you You probably already know that in the game
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there are several types of ammunition
00:08:41
that affect armor differently;
00:08:44
armor-piercing shells are
00:08:46
subject to the rule of normalization and
00:08:48
ricochet in full; sub-caliber
00:08:51
shells differ from armor-piercing only with
00:08:53
increased penetration; high
00:08:55
-explosive fragmentation shells do not ricochet;
00:08:57
they have weak armor penetration; however,
00:09:00
they cause damage even having exploded on armor
00:09:02
or close to a combat vehicle, cumulative
00:09:05
shells
00:09:06
have increased armor penetration
00:09:08
and do not ricochet; however, they are not
00:09:10
subject to the normalization rule.
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Well, it’s
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time to sum up the
00:09:20
theoretical part and demonstrate the
00:09:22
armor penetration mechanism in action;
00:09:24
select a target and shoot at the point where the
00:09:28
projectile meets the armor and there is a screen of
00:09:30
what is happening in this case 1
00:09:32
server builds the trajectory of the projectile using the
00:09:35
ballistic formula, determines the point
00:09:37
on the screen at which it hit and the
00:09:40
velocity vector of the projectile at the moment of impact,
00:09:41
after that the
00:09:43
angle between the normal to the
00:09:45
armor at the point of impact of the projectile and the
00:09:47
velocity vector is calculated if this angle is greater
00:09:50
70 degrees and the caliber of the projectile does not
00:09:52
exceed the thickness of the armor in this place by 3
00:09:54
times; a ricochet occurs; second, if a
00:09:58
ricochet does not occur and the caliber of the projectile
00:10:00
exceeds the thickness of the armor by more than
00:10:02
twice, then for armor-piercing and sub-caliber
00:10:04
ammunition the normalization increases
00:10:07
in proportion to the ratio of the caliber of the
00:10:08
projectiles to the thickness of the armor according to the following
00:10:10
formula
00:10:11
thus, the larger the caliber of the projectile,
00:10:14
the easier it is for it to penetrate armor; third, the
00:10:17
value of the armor penetration of the projectile is calculated;
00:10:19
it depends on the
00:10:21
firing distance, starting from 100 meters, the armor
00:10:23
penetration of the projectile decreases and
00:10:26
from the random deviation from
00:10:28
the nominal value, the same plus minus 25
00:10:30
percent; fourth,
00:10:32
if the projectile penetrates the screen, then it flies
00:10:34
further, its armor penetration
00:10:36
decreases in proportion to the thickness of the screen,
00:10:38
after that, if the projectile meets the
00:10:40
main armor, the algorithm repeats the
00:10:42
check for ricochet,
00:10:44
normalizes the projectile, calculates this
00:10:46
armor penetration,
00:10:47
and if the main armor is penetrated, the tank
00:10:49
receives damage
00:10:50
corresponding to that specified in the description of the
00:10:52
gun, taking into account 25 percent of the dispersion, what’s
00:10:55
interesting is that in reality when a projectile
00:10:57
hits the armor, it will change its trajectory under the
00:11:00
influence of normalization, a
00:11:01
new sin for ease of calculation, it
00:11:04
continues to move rectilinearly along the
00:11:06
initial trajectory,
00:11:07
the algorithm is applied sequentially,
00:11:08
first for screens or external modules,
00:11:11
then for the main armor, while there
00:11:14
can be several groups of cranes and armor in the path of the projectile
00:11:16
and they penetrate one by
00:11:18
one
00:11:26
we will talk about the adventures of a projectile inside a tank about the features of cumulative projectiles and the actions of high-explosive fragmentation ammunition in the next issue
00:11:30
[music]
00:11:31
finally the time has come for the most
00:11:34
entertaining part,
00:11:35
namely a story about tactical
00:11:36
techniques that increase the survivability of a tank in
00:11:39
battle, will it help? We have a theory in this, of course,
00:11:41
and now we will look at the simplest techniques
00:11:44
that logically follow from the
00:11:46
knowledge we have just gained, and so technique number 1,
00:11:49
placing the tank in a diamond shape or the so-
00:11:51
called non-vulnerability pose, you must
00:11:54
position your tank in such a way in
00:11:56
relation to the enemy
00:11:57
that he will have to break through the armor of
00:11:59
your tank from the least favorable angle,
00:12:01
this technique requires good knowledge of the
00:12:04
armoring scheme of your combat vehicle,
00:12:06
however, if it is performed skillfully, it
00:12:09
will become much more difficult to penetrate your enemy tank.
00:12:11
For example, we will talk about two
00:12:13
well-known vehicles. The Soviet
00:12:15
heavy tank is armored out of 7 so it is
00:12:18
not worth putting it in a diamond shape because that
00:12:20
it penetrates worst of all from the front when
00:12:22
it stands straight, but the German tiger, standing
00:12:25
at an angle to the direction of fire,
00:12:26
begins to reflect the shells with its rather
00:12:29
thick forehead,
00:12:30
technique number two, driving around the corner, you
00:12:33
need to drive out from around the corner by cutting off the corner and without opening the
00:12:35
vulnerable side and
00:12:37
chassis of the tank to the enemy you need to remember about the
00:12:40
layout of your vehicle and the layout and
00:12:42
armor, trying to expose the
00:12:44
least vulnerable part of the tank to the sides;
00:12:48
it only makes sense to drive out if
00:12:50
the enemy has already fired a shot and is not
00:12:52
paying attention to you; let us
00:12:54
recall one of the basic laws
00:12:56
of tank building; almost any combat
00:12:59
vehicle is armored at the front much better
00:13:02
than from the side, the alphabet is much better than from behind
00:13:05
and from above, so you should always try to
00:13:07
put your forehead, turning around where the
00:13:09
most dangerous projectiles are coming from,
00:13:12
technique number three horizontally and
00:13:14
swinging,
00:13:15
this is probably the most common
00:13:16
technique, it looks like sharp short
00:13:20
movements left and right, these movements
00:13:22
make it difficult for the enemy to target
00:13:23
vulnerable areas and do not allow him to shoot
00:13:27
at vertical
00:13:28
armor, also this technique
00:13:30
works well on tanks, the front part of the turret is
00:13:32
flat, rotating the turret
00:13:34
left and right while the gun is reloading,
00:13:35
you seriously complicate the enemy's
00:13:38
aiming and cheeks technique number four,
00:13:41
catching with live bait is an element of aerobatics
00:13:44
to perform it in motion very It’s difficult, we
00:13:47
expose the enemy to God, giving him the
00:13:49
opportunity to aim, and at the moment of his
00:13:52
shot, we turn the hull; the projectile
00:13:54
ricochets off the armor without hitting the
00:13:57
tank itself; in general, sharp unexpected maneuvers
00:13:59
if you learn not to throw off your aim is a
00:14:01
very effective technique in a tank duel,
00:14:04
but remember that any rotation of the hull of a
00:14:06
moving tank reduces it speed
00:14:09
technique number five firefight with the
00:14:12
enemy from behind cover; many
00:14:14
tanks in the game have a turret that is armored better than the
00:14:16
hull, so it is necessary to hide the
00:14:18
vulnerable lower frontal part behind
00:14:21
some kind of cover if it is a knocked out
00:14:23
enemy tank, not a destructible
00:14:25
obstacle or an earthen hill,
00:14:26
great, but you can hide because
00:14:29
disposable obstacles, cars,
00:14:31
stone fences, their sticky sheds,
00:14:33
one or two shots at you will survive these obstacles,
00:14:36
hiding part of the tank behind the
00:14:39
obstacle, you force the enemy to
00:14:41
target the less vulnerable part of the combat
00:14:43
vehicle,
00:14:44
shoot at the side and track at a very
00:14:46
sharp angle and either get a ricochet
00:14:49
or critical damage to the external
00:14:51
module, but at the same time, you don’t lose strength for
00:14:54
a shot, you can turn around or
00:14:56
roll back a little
00:14:57
and then, without hesitation, return to the starting
00:14:59
position; the enemy will have to work very
00:15:01
hard to target the weak
00:15:03
spots of your combat vehicle;
00:15:05
technique number six: using
00:15:07
natural shelters and shooting from
00:15:09
unexpected places; the structure in the game has
00:15:12
windows and doors through which a
00:15:14
projectile can fly; in the ruins there may be
00:15:17
gaps through which it is convenient to shoot;
00:15:19
fences and rows of stones also allows you to
00:15:21
fire at the enemy, providing him with
00:15:24
only a small part of the tower;
00:15:26
use this; study the maps and
00:15:28
remember such shelters and positions; we
00:15:31
all hope that after watching this
00:15:34
issue you will be able to look at opponents
00:15:36
sniper scope for much longer
00:15:38
about visiting the hangar will become more rare
00:15:41
we invite inquisitive players to the
00:15:43
world of tanks forum for more accurate and
00:15:45
up-to-date information in the sections questions for
00:15:47
developers game mechanics and others
00:15:50
in the next program we will look in detail at
00:15:52
the issues of destroying enemy
00:15:54
armored vehicles on what the value depends and does not
00:15:56
depend damage and also
00:15:59
introduce you to your right to the
00:16:01
last shot of luck on the
00:16:03
battlefields and see you again
00:16:08
[music]

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  • The best quality formats are FullHD (1080p), 2K (1440p), 4K (2160p) and 8K (4320p). The higher the resolution of your screen, the higher the video quality should be. However, there are other factors to consider: download speed, amount of free space, and device performance during playback.

mobile menu iconWhy does my computer freeze when loading a "Мир танков. Занимательная механика - Пробитие" video?mobile menu icon

  • The browser/computer should not freeze completely! If this happens, please report it with a link to the video. Sometimes videos cannot be downloaded directly in a suitable format, so we have added the ability to convert the file to the desired format. In some cases, this process may actively use computer resources.

mobile menu iconHow can I download "Мир танков. Занимательная механика - Пробитие" video to my phone?mobile menu icon

  • You can download a video to your smartphone using the website or the PWA application UDL Lite. It is also possible to send a download link via QR code using the UDL Helper extension.

mobile menu iconHow can I download an audio track (music) to MP3 "Мир танков. Занимательная механика - Пробитие"?mobile menu icon

  • The most convenient way is to use the UDL Client program, which supports converting video to MP3 format. In some cases, MP3 can also be downloaded through the UDL Helper extension.

mobile menu iconHow can I save a frame from a video "Мир танков. Занимательная механика - Пробитие"?mobile menu icon

  • This feature is available in the UDL Helper extension. Make sure that "Show the video snapshot button" is checked in the settings. A camera icon should appear in the lower right corner of the player to the left of the "Settings" icon. When you click on it, the current frame from the video will be saved to your computer in JPEG format.

mobile menu iconWhat's the price of all this stuff?mobile menu icon

  • It costs nothing. Our services are absolutely free for all users. There are no PRO subscriptions, no restrictions on the number or maximum length of downloaded videos.