Source: http://wargaming.livejournal.com/1732.html Hello everyone, developer Bigangrycat posted the following explanation of how the penetration of soft objects works on the developer blog. The penetration is introduced in 8.10 – AP and APCR shells will penetrate softer (destructable) objects, such as fences and walls and will continue to fly forward with 25mm penetration loss. Here’s how it’s going to work (I modified the developer picture by cutting out the Russian text, I will explain below): This penetration mechanism does NOT apply to HE and HEAT shells, those work like before. Here, we can see an example of four shell trajectories. As for AP/APCR shells: - shell 1 is aiming into the wall, it just stops there and won’t fly further like before - shell 2 is flying through the stone fence, it will lose 25mm of penetration and will fly further - shell 3 is flying through the very soft gate, shell flies through it without penetration loss - shell 4 is again flying through the stone fence: if it was a HE/HEAT shell, it would simply destroy the fence without flying further (this is to simulate the fact that HE and HEAT shells have fuses, that do get triggered by such impact) From the discussion: - you might have noticed that there are destructable houses in the game, consisting of “segments” (for example when you run into it, only half breaks down and you have to drive further to destroy it whole. In such a case, every such segment counts as one destructable object, so when you shoot through such a house with two segments (smaller wooden houses for example), both will get destroyed, but the shell will lose 50mm of penetration (25mm for each), while before you needed two shells to destroy such a house - at the same time Bigangrycat states that the majority of houses is not penetrable this way - complete list of destructable objects won’t be issued, there are too many - penetration will also cause the destruction of the object - objects, that earlier didn’t react on shells passing thru them (for example haystacks) will stay the same - the “silhouette” will work the way it did until now

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