Difference between revisions of "Ammo racks"

From War Thunder Wiki
Jump to: navigation, search
(Created page with "=General= Each ground vehicle has its ammunition stored in racks. Each vehicle has its individual rack configuration and each rack is carrying a specific number of shells. The...")
 
(Modules: mixed up, magazine detonation is more catastrophic than shell room detonation)
 
(20 intermediate revisions by 7 users not shown)
Line 1: Line 1:
 +
{{About
 +
| about = {{PAGENAME}} mechanic
 +
| usage = information on how to fill in an ammo racks table on the Wiki
 +
| link = How to add Ammo Rack information to vehicle pages{{!}}here
 +
}}
 +
 
=General=
 
=General=
Each ground vehicle has its ammunition stored in racks. Each vehicle has its individual rack configuration and each rack is carrying a specific number of shells. These racks can be seen in-game with X-Ray viewing mode (be sure to bind a key to 'Show the status of the vehicle modules' under Controls/Common Controls Tab/Basic Section).
+
Each ground and naval vehicle has its ammunition stored in a series of racks. Each vehicle has its individual rack configuration and each rack carries a specific number of shells. These racks can be seen in-game with X-Ray viewing mode (be sure to bind a key in Controls > Common > Basic > X-ray (show vehicle modules)).
  
 
==Rack types==
 
==Rack types==
 
'''Single piece ammunition'''
 
'''Single piece ammunition'''
Most tanks use single piece ammunition where projectiles and propellants are in one piece.
+
Most smaller calibre guns use single piece ammunition where projectiles and propellants are in one piece.
  
 
'''Two piece ammunition'''
 
'''Two piece ammunition'''
Some high calibre cannon have two piece ammunition where projectiles and propellants are stored and loaded separately. Each piece has their own individual racks. These racks could synchronize depletion (for example [[Jagdpanzer VI Jagdtiger|Jagdtiger]]) or deplete independently of one another. (for example [[120 mm Gun Tank M103|M103]]).
+
Some high calibre cannons have two-piece ammunition where projectiles and propellants are stored and loaded separately. Each part has their own individual module. These modules can be depleted synchronously (for example in the [[Jagdtiger]]) or deplete independently of one another (for example in the [[M103]]).
  
 
'''Magazines and ammo boxes'''
 
'''Magazines and ammo boxes'''
Vehicles with automatic cannon have their ammunition stored in magazines, clips, belts and/or ammo boxes. In the loadout screen ammunition amount is selected in magazines. For example the [[Flakpanzer IV Ostwind|Ostwind]] can load up to 125 magazines instead of 1000 shells.
+
Vehicles with automatic cannon(s) often have their ammunition stored in magazines, clips, belts and/or ammo boxes. In the loadout screen, ammunition amount is selected in magazines. For example, the [[Ostwind]] can distribute ammunition between 125 magazines of 8 rounds instead of 1,000 shells.
  
'''Multi turret and multi cannon tanks'''
+
'''Multi turret and multi cannon'''
Multi-turreted and multi-cannon vehicles (for example [[T-35]] or [[Heavy Tank M6A1|M6A1]]) have individual racks for each ammo type. Tanks like the [[Pz.Kpfw. Maus|Maus]] could also have three kinds of racks, 12.8 cm projectiles, 12.8 cm propellants and 7.5 cm shells.
+
Multi-turreted and multi-cannon vehicles (for example the [[T-35]] or the [[M6A1]], or most naval vessels) have individual racks for each ammo type. Tanks like the [[Maus]] can also have three kinds of racks, 12.8 cm projectiles, 12.8 cm propellants and 7.5 cm shells.
  
 
'''Twin and Quad cannons'''
 
'''Twin and Quad cannons'''
Some SPAA's have twin and quad mounts for their main armament. Each of these cannon gets loaded separately. Since all of its guns are firing in more or less a synchronized manner, it may look like the cannon are loaded as one. For example, the [[Multiple Gun Motor Carriage M13|M13 MGC]] hold 2*200 rounds in its two machine guns, while the game shows it as 400 rounds loaded.
+
Some SPAAs have twin and quad mounts for their main armament. Each of these cannons gets loaded separately. Since all of its guns are firing in more or less a synchronized manner, it may look like the cannon are loaded as one. For example, the [[M13 MGMC]] holds 2 x 200 rounds in its two machine guns, while the game shows it as 400 rounds loaded.
 +
 
 +
'''Depth charges'''
 +
A single-piece ammunition released overboard, upon destruction it has a chance of exploding, much like other ammunition types.
 +
 
 +
'''Torpedoes'''
 +
While being a relatively large target onboard most of the vessels, torpedoes have comparatively low chance of explosion upon destruction.
 +
 
 +
===Modules===
 +
The resistance of each module visible in the X-Ray view to damage, fire as well as its explosion effect is set individually for each vehicle and vessel. This can result in significant variations in the survivability when the ammo rack modules are critically damaged.
 +
 
 +
* Ammo - Name of the ammunition storage typically used to refer to the storage of first-stage ammunition (ready-use), rockets, missiles, belts, or individual rounds and propellants.
 +
** It is important to note that some vehicles in the ground forces have two-piece ammunition, which are both marked as an "Ammo" module instead of being displayed separately like in the naval forces. For example, in the X-Ray view of the [[Jagdtiger]], cylindrical ammo represents propellant charges while conical ammo represents projectiles. In these cases, the propellant still causes more damage in the event of an explosion compared to the projectiles.
 +
* Charges - Ground vehicles using two-piece ammunition often have it separated into Charge and Ammo, with Charge inflicting more damage on explosion (see [[2S3M]])
 +
* Auxiliary ammunition storage - Used for secondary ammunition on a number of naval warships
 +
* Ammunition storage - Main ammo storage, primarily seen on the coastal vessels
 +
* Magazine - Room where the propellants are stored. These rooms are often the source of large and catastrophic explosions on ships and are therefore considered critical targets in the event of an attack by an enemy warship. It's worth noting that some of the guns do not use a separate Magazine, while still having a Shell room (e.g. [[Pattern 1911 (102 mm)|102 mm Pattern 1911]], which historically did use a two-piece ammunition) - in such a cases it's assumed that the shell room contains both projectiles and propellants.
 +
* Shell room - A location where the projectiles are stored. On a naval vessels these are less explosive than the Magazine. In the context of in-game damage modeling, ships with shell rooms above the magazine (e.g. [[RN Raimondo Montecuccoli]]) are considered to be more survivable than those with magazines located above the shell room (e.g. [[Krasny Krym]]).
 +
* Torpedo - Several ships store multiple torpedoes, not only in their launchers, but also for reloading purposes. This is particularly notable in Japanese vessels or pre-World War II battleships that have entire rooms or boxes filled with torpedoes. While these have a low probability of exploding, if they do, the resulting damage can be catastrophic.
 +
* Ammo elevators - Much like fires can spread from one compartment to another they can also use the ammo elevators to directly reach the shell room, resulting in a catastrophic explosion ending with an "Ammunition Load Burnt Down" message. Furthermore, some ammunition elevators contain shells (for example on [[USS Brooklyn]]), which can potentially lead to a localised explosion, particularly if fire reaches the location.
 +
 
 +
==Rack depletion==
 +
Some vehicles have their shells modeled individually, meaning that the shells disappear from the rack as they are fired. Others have their shells modeled as sets of 2 shells or more, meaning that the shells disappear from the rack as soon as all shells in the set are expended. Some other vehicles have racks modeled as a whole (for example, a rack containing 6 shells only vanishes once all of its six shells are depleted). The order in which the racks are filled and depleted does not change no matter how many shells are available (the exception being first-stage ammo racks, which will always deplete first if available, and will refill from the other ammo racks after an extended break in firing). A depleted rack or a vanished shell cannot cause an ammo rack detonation, so care should be taken in choosing the number of shells to equip into battle to maximise the survivability of the vehicle (see [[#Optimized ammo rack loadout]]).
  
==Rack depleting==
+
===Depletion tracking of first-stage ammo racks===
Racks vanish once all shells in that rack are depleted. For example, a rack carrying 6 shells vanishes once all of its six shells are depleted. However, see "Visual Discrepancy" below. The order in which the racks are depleted and vanish are hardcoded and can't be changed.
+
[[File:First order ammo rack status.jpg|right|thumb|x250px|alt=Alt text|The damage interface lists how many first-stage shells are still at hand (28 in this case).]]
 +
First-stage ammo racks comprise the shells that the loader, automatic loader or the drum of your tank dispenses into the cannon noticeably faster than the remaining shells. When not firing, the first-stage rack will be replenished from less accessible ammunition stowages, typically located in the hull and/or on the floor of the fighting compartment. However, this lengthy operation impacts your combat performance and is better anticipated than endured. The remaining shells in the first-stage ammo rack are displayed on the right side of the damage panel in the bottom left corner. This gives players whose vehicles have autoloaders the possibility to track how many first-stage shells remain at their disposal and therefore plan ahead for the restocking phase.
  
 
==Shell types==
 
==Shell types==
Ammo racks are shared for all shell types loaded. It doesn't matter which shells are used first, the racks will always depleting in a given order (assuming the ammunition is all fired from one cannon).
+
Ammo racks are shared for all shell types loaded. It doesn't matter which shells are used first, the racks will always deplete in a given order (assuming the ammunition is all fired from one cannon).
  
 
==Visual discrepancy==
 
==Visual discrepancy==
Currently, (Stand: 1.65 ) most tanks have a visual discrepancy of how many shells each rack contains. This may change in future patches, however the x-ray function is considered "for immersion" only, and is not intended to be dynamically accurate.  See <ref>https://forum.warthunder.com/index.php?/topic/349683-sherman-ii-ammo-racks/ </ref>
+
Some vehicles may carry a number of shells in its racks than differs from the visibly modelled ammunition in the X-Ray view. This is known as "Visual discrepancy", and can occur in both a vehicle as a whole (e.g. a vehicle visually contains 80 shells but in fact only carries 60 when fully equipped) or in individual racks (e.g. a rack is visually modelled as containing 5 shells but 8 must be fired for it to deplete). These cases should be reported via the [https://community.gaijin.net/issues/p/warthunder dedicated Gaijin community platform]by selecting the appropriate issues. Note that racks being modeled as a whole instead of individually is NOT visual discrepancy, and should not be reported or marked as such.
  
 
=Optimized ammo rack loadout=
 
=Optimized ammo rack loadout=
The fastest way to get destroyed in War Thunder Ground Forces is by the detonation of your ammunition. A way to increase survivability is to reduce the number of shells loaded on the tank. Survivability is not guaranteed while shells are stored in bundles, distributed all around the tank in different locations. These racks can be seen with x-ray view, and are consumed one by one (rack by rack, not shell by shell) when all shells in the rack are fired. Once a rack is gone/depleted, it cannot explode anymore, thereby decreasing the chance of getting 'ammo racked'.
+
The fastest way to get destroyed in tank battles is by detonation of the ammunition. Therefore, a good way to increase survivability is to reduce the number of shells loaded on the tank. Survivability is greatly reduced while shells are stored in bundles, distributed all around the tank in different locations. These racks can be seen with x-ray view, and are consumed while firing, rack-by-rack or shell-by-shell depending on the vehicle. Once a rack/shell is depleted, it cannot explode anymore, thereby decreasing the chance of getting "ammo racked".
  
Being 'ammo racked' is the situation in which a group of ammunition takes damage from enemy fire (gets shot by another tank) and causes the explosive mass in the ammunition to detonate. Any time ammunition inside the tank is detonated, it causes catastrophic damage to the tank.  
+
Being "ammo racked" is the situation in which a group of ammunition takes damage from enemy fire (gets shot by another tank) and causes the explosive mass in the ammunition to detonate. Any time ammunition inside the tank is detonated, it causes catastrophic damage to the tank.
  
Each tank has a different ammo rack setup and therefore, there is no universal rule on how much a lower ammo count increases survivability. Ammo racks in the turret are much more susceptible to being shot, but there is no guarantee that the ammo rack in the turret is the first to be expended.
+
Each tank has a different ammo rack setup and therefore, there is no universal rule on how much a lower ammo count increases survivability. Ammo racks in the turret are much more susceptible to being shot, but there is no guarantee that the ammo rack in the turret is the first to be expended.
  
 
===Loadout screen===
 
===Loadout screen===
The loadout screen shows the number of unloaded shells in brackets. The number remaining to be loaded are a total of the max, and not per shell type.
+
The loadout screen shows the number of unloaded shells in brackets. The number remaining to be loaded are a total of the maximum available, and not per shell type.
  
Use this to gauge how much ammunition and how much of each type to bring when considering the number of ammo racks filled and survivability.
+
Use this to gauge how much ammunition and how much of each type to bring when considering the number of ammo racks filled and survivability. Loading too little shells may result in you running out of ammunition in the heat of battle, while cramming as many shells in as possible increases the chance of an ammo explosion. Ammunition can be reloaded at any capture zone controlled by your team.
  
 
[[File:Ammoracks Loadout screen example.png|none|429px|frame|alt=Alt text|Example for the loadout screen for the '''M18 GMC'''; Loaded shells: ''(28+0+7+2=)'' '''37''', Maximum shells: '''45''', unused: '''(+8)''']]
 
[[File:Ammoracks Loadout screen example.png|none|429px|frame|alt=Alt text|Example for the loadout screen for the '''M18 GMC'''; Loaded shells: ''(28+0+7+2=)'' '''37''', Maximum shells: '''45''', unused: '''(+8)''']]
  
=How to read the ammo rack tables=
+
= Media =
The tables show the following information for each tank:
+
<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
* '''Rank''' shows the rank of the vehicle.
+
 
* '''BR''' shows the Arcade Battle Rating
+
;Images
* '''Type''' shows the tank types: '''LT''' - Light tank, '''MT''' - Medium tank, '''HT''' - Heavy tank, '''TD''' - Tank destroyer, '''AA''' - Anti Air vehicles
+
 
* '''Tank''' shows the name of the tank
+
* [[:Category:Ammo racks]]
** It also shows if the racks in its row are for the '''Main''' or '''Secondary''' weapon or if it is for '''Projectiles''' or '''Propellants'''
 
* '''Full ammo''' shows the maximum number of shells that can be loaded
 
* '''x'th rack empty''' shows the number of shells that can be loaded to have the listed rack be depleted (thereby removing it from the tank). For example, the US M2A4 can load a maximum of 103 shells and has three ammo racks. With loading only 69 shells, the first rack is removed.
 
** The numbers in the brackets are just there to help adjust the shell load in the loading screen. Read more about it in the next section.
 
** The number of racks per tank can be determined by the number of columns that tank has the table. Only very limited number of tanks have more then ten racks and are mentioned in the comments column.
 
* '''Visual discrepancy''' shows if there is a visual difference in X-Ray view of the number of shells per rack and the amount that the game counts.
 
* '''Recommendations''' shows a recommendation for a possible optimal loadout. Depending on your play-style, you may prefer more or fewer shells.
 
* '''Comments''' shows miscellaneous comments related to the tank, or its racks.
 
* '''Image''' shows a X-Ray image of the tank with the order in which racks are depleted.
 
  
===Stand===
+
;Videos
Most of the data for the tables was collected on Version '''1.49.8.73''' and may change with future patches.
+
{{Youtube-gallery|2QdxhMAGn6o|'''The Shooting Range #353''' - ''Tactics & Strategy'' section at 07:55 discusses how to fill ammo racks.}}
  
Last update: '''1.55.2.46'''
+
= See also =
 +
<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader.'' -->
  
=Ammo rack tables=
+
* [[Tank ammunition]]
 +
* [[How to add Ammo Rack information to vehicle pages]]
  
=Additional information (links)=
+
= External links =
Related forum thread: http://forum.warthunder.com/index.php?/topic/246940-ammo-racks/
+
<!-- ''Paste links to sources and external resources, such as:''
 +
* ''topic on the official game forum;''
 +
* ''other literature.'' -->
  
==References==
+
* [[wt:en/news/5375-development-first-order-ammo-racks-and-automatic-loaders-en|[Devblog] First-order ammo racks and automatic loaders]]
<references />
+
* [[wt:en/game/changelog/current/1311|War Thunder "Ground Breaking" - Changelog]] includes details on how fires spread to shell rooms
 +
* Related forum thread: http://forum.warthunder.com/index.php?/topic/246940-ammo-racks/
 +
* [[wt:en/news/7285-it-s-fixed-18-en|[News] It's fixed! №18]]
  
 
[[Category:Ammunition]]
 
[[Category:Ammunition]]

Latest revision as of 21:59, 30 August 2023

Introducing Wiki 3.0
This page is about the Ammo racks mechanic. For information on how to fill in an ammo racks table on the Wiki, see here.

General

Each ground and naval vehicle has its ammunition stored in a series of racks. Each vehicle has its individual rack configuration and each rack carries a specific number of shells. These racks can be seen in-game with X-Ray viewing mode (be sure to bind a key in Controls > Common > Basic > X-ray (show vehicle modules)).

Rack types

Single piece ammunition Most smaller calibre guns use single piece ammunition where projectiles and propellants are in one piece.

Two piece ammunition Some high calibre cannons have two-piece ammunition where projectiles and propellants are stored and loaded separately. Each part has their own individual module. These modules can be depleted synchronously (for example in the Jagdtiger) or deplete independently of one another (for example in the M103).

Magazines and ammo boxes Vehicles with automatic cannon(s) often have their ammunition stored in magazines, clips, belts and/or ammo boxes. In the loadout screen, ammunition amount is selected in magazines. For example, the Ostwind can distribute ammunition between 125 magazines of 8 rounds instead of 1,000 shells.

Multi turret and multi cannon Multi-turreted and multi-cannon vehicles (for example the T-35 or the M6A1, or most naval vessels) have individual racks for each ammo type. Tanks like the Maus can also have three kinds of racks, 12.8 cm projectiles, 12.8 cm propellants and 7.5 cm shells.

Twin and Quad cannons Some SPAAs have twin and quad mounts for their main armament. Each of these cannons gets loaded separately. Since all of its guns are firing in more or less a synchronized manner, it may look like the cannon are loaded as one. For example, the M13 MGMC holds 2 x 200 rounds in its two machine guns, while the game shows it as 400 rounds loaded.

Depth charges A single-piece ammunition released overboard, upon destruction it has a chance of exploding, much like other ammunition types.

Torpedoes While being a relatively large target onboard most of the vessels, torpedoes have comparatively low chance of explosion upon destruction.

Modules

The resistance of each module visible in the X-Ray view to damage, fire as well as its explosion effect is set individually for each vehicle and vessel. This can result in significant variations in the survivability when the ammo rack modules are critically damaged.

  • Ammo - Name of the ammunition storage typically used to refer to the storage of first-stage ammunition (ready-use), rockets, missiles, belts, or individual rounds and propellants.
    • It is important to note that some vehicles in the ground forces have two-piece ammunition, which are both marked as an "Ammo" module instead of being displayed separately like in the naval forces. For example, in the X-Ray view of the Jagdtiger, cylindrical ammo represents propellant charges while conical ammo represents projectiles. In these cases, the propellant still causes more damage in the event of an explosion compared to the projectiles.
  • Charges - Ground vehicles using two-piece ammunition often have it separated into Charge and Ammo, with Charge inflicting more damage on explosion (see 2S3M)
  • Auxiliary ammunition storage - Used for secondary ammunition on a number of naval warships
  • Ammunition storage - Main ammo storage, primarily seen on the coastal vessels
  • Magazine - Room where the propellants are stored. These rooms are often the source of large and catastrophic explosions on ships and are therefore considered critical targets in the event of an attack by an enemy warship. It's worth noting that some of the guns do not use a separate Magazine, while still having a Shell room (e.g. 102 mm Pattern 1911, which historically did use a two-piece ammunition) - in such a cases it's assumed that the shell room contains both projectiles and propellants.
  • Shell room - A location where the projectiles are stored. On a naval vessels these are less explosive than the Magazine. In the context of in-game damage modeling, ships with shell rooms above the magazine (e.g. RN Raimondo Montecuccoli) are considered to be more survivable than those with magazines located above the shell room (e.g. Krasny Krym).
  • Torpedo - Several ships store multiple torpedoes, not only in their launchers, but also for reloading purposes. This is particularly notable in Japanese vessels or pre-World War II battleships that have entire rooms or boxes filled with torpedoes. While these have a low probability of exploding, if they do, the resulting damage can be catastrophic.
  • Ammo elevators - Much like fires can spread from one compartment to another they can also use the ammo elevators to directly reach the shell room, resulting in a catastrophic explosion ending with an "Ammunition Load Burnt Down" message. Furthermore, some ammunition elevators contain shells (for example on USS Brooklyn), which can potentially lead to a localised explosion, particularly if fire reaches the location.

Rack depletion

Some vehicles have their shells modeled individually, meaning that the shells disappear from the rack as they are fired. Others have their shells modeled as sets of 2 shells or more, meaning that the shells disappear from the rack as soon as all shells in the set are expended. Some other vehicles have racks modeled as a whole (for example, a rack containing 6 shells only vanishes once all of its six shells are depleted). The order in which the racks are filled and depleted does not change no matter how many shells are available (the exception being first-stage ammo racks, which will always deplete first if available, and will refill from the other ammo racks after an extended break in firing). A depleted rack or a vanished shell cannot cause an ammo rack detonation, so care should be taken in choosing the number of shells to equip into battle to maximise the survivability of the vehicle (see #Optimized ammo rack loadout).

Depletion tracking of first-stage ammo racks

Alt text
The damage interface lists how many first-stage shells are still at hand (28 in this case).

First-stage ammo racks comprise the shells that the loader, automatic loader or the drum of your tank dispenses into the cannon noticeably faster than the remaining shells. When not firing, the first-stage rack will be replenished from less accessible ammunition stowages, typically located in the hull and/or on the floor of the fighting compartment. However, this lengthy operation impacts your combat performance and is better anticipated than endured. The remaining shells in the first-stage ammo rack are displayed on the right side of the damage panel in the bottom left corner. This gives players whose vehicles have autoloaders the possibility to track how many first-stage shells remain at their disposal and therefore plan ahead for the restocking phase.

Shell types

Ammo racks are shared for all shell types loaded. It doesn't matter which shells are used first, the racks will always deplete in a given order (assuming the ammunition is all fired from one cannon).

Visual discrepancy

Some vehicles may carry a number of shells in its racks than differs from the visibly modelled ammunition in the X-Ray view. This is known as "Visual discrepancy", and can occur in both a vehicle as a whole (e.g. a vehicle visually contains 80 shells but in fact only carries 60 when fully equipped) or in individual racks (e.g. a rack is visually modelled as containing 5 shells but 8 must be fired for it to deplete). These cases should be reported via the dedicated Gaijin community platformby selecting the appropriate issues. Note that racks being modeled as a whole instead of individually is NOT visual discrepancy, and should not be reported or marked as such.

Optimized ammo rack loadout

The fastest way to get destroyed in tank battles is by detonation of the ammunition. Therefore, a good way to increase survivability is to reduce the number of shells loaded on the tank. Survivability is greatly reduced while shells are stored in bundles, distributed all around the tank in different locations. These racks can be seen with x-ray view, and are consumed while firing, rack-by-rack or shell-by-shell depending on the vehicle. Once a rack/shell is depleted, it cannot explode anymore, thereby decreasing the chance of getting "ammo racked".

Being "ammo racked" is the situation in which a group of ammunition takes damage from enemy fire (gets shot by another tank) and causes the explosive mass in the ammunition to detonate. Any time ammunition inside the tank is detonated, it causes catastrophic damage to the tank.

Each tank has a different ammo rack setup and therefore, there is no universal rule on how much a lower ammo count increases survivability. Ammo racks in the turret are much more susceptible to being shot, but there is no guarantee that the ammo rack in the turret is the first to be expended.

Loadout screen

The loadout screen shows the number of unloaded shells in brackets. The number remaining to be loaded are a total of the maximum available, and not per shell type.

Use this to gauge how much ammunition and how much of each type to bring when considering the number of ammo racks filled and survivability. Loading too little shells may result in you running out of ammunition in the heat of battle, while cramming as many shells in as possible increases the chance of an ammo explosion. Ammunition can be reloaded at any capture zone controlled by your team.

Alt text
Example for the loadout screen for the M18 GMC; Loaded shells: (28+0+7+2=) 37, Maximum shells: 45, unused: (+8)

Media

Images
Videos

See also

External links