Difference between pages "Damage mechanics" and "M60A3 TTS"

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(List of hull-breakable vehicles: Updated for 1.91)
 
(Pros and cons)
 
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[[File:Dogfight P51D5vFw190A5.jpg|700px|framless|border|right|A [[P-51D-5|P-51D-5 Mustang]] successfully clipping the left wing on a [[Fw 190 A-5|Fw 190A-5]]]]
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{{Specs-Card|code=us_m60a3_tts}}
__TOC__
+
{{About
 +
| about = American main battle tank '''{{PAGENAME}}'''
 +
| usage = other vehicles of the family
 +
| link = M60 (Family)
 +
}}
  
== Damage calculation ==
+
== Description ==
=== Aviation ===
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<!-- ''In the description, the first part should be about the history of the creation and combat usage of the vehicle, as well as its key features. In the second part, tell the reader about the ground vehicle in the game. Insert a screenshot of the vehicle, so that if the novice player does not remember the vehicle by name, he will immediately understand what kind of vehicle the article is talking about.'' -->
The game's engine simulates every bullet that is fired for over 2 km before they are deleted, with exceptions for bigger shells such as those fired by the [[Me 410 A-1/U4|50mm Bk5]] or [[Mosquito FB Mk XVIII|57mm Vickers]] cannons. The different shells also have different effects on module damage. More of these shell effects can be read in the '''''[[:Category:Ammunition|Ammunition section]]'''''.
+
[[File:GarageImage_{{PAGENAME}}.jpg|420px|thumb|left]]
Every aircraft has its skin airfoil and material modeled, too. It is therefore possible to see a tracer shell ricochet off an enemy plane's duralumin skin. Some aircraft are quite well ''armoured'' from certain angles.  For example, the TB-3 is constructed mainly with 3 mm of corrugated steel. The [[IL-2 (Family)|IL-2]] and [[IL-10]] series of Russian attackers are also quite durable.
+
{{Break}}
 +
The '''{{Specs|name}}''' is a rank {{Specs|rank}} American medium tank {{Battle-rating}}. It was introduced in [[Update 1.95 "Northern Wind"]].
  
====Naval targets====
+
Very similar to the previous [[M60A1 RISE (P)]], the M60A3 TTS differs with the addition of a thermal sight for the gunner, a laser rangefinder replacing the original optical version, and access to better rounds. Weight, protection, mobility, and other characteristics are virtually the same as its predecessor - this tank holds no surprises. At its rank, the M60 platform begins to show its age, being much slower than a number of contemporary MBTs like the [[Leopard A1A1]] while not having enough armour to resist APFSDS rounds. It is best used with caution as a support or backup tank, where its good gun and thermals are effective and its deficiencies are less apparent.
Naval targets in air battles have their own damage mechanics modeled. See [[AI_ship_damage_models|this page]] for more detail.
 
  
=== Ground forces: Penetration ===
+
== General info ==
==== Line of sight thickness ====
+
=== Survivability and armour ===
[[File:DamageMechanics ShellPenetration LineOfSight.png|thumbnail|left|Line of sight calculation]]
+
<!-- ''Describe armour protection. Note the most well protected and key weak areas. Appreciate the layout of modules as well as the number and location of crew members. Is the level of armour protection sufficient, is the placement of modules helpful for survival in combat? If necessary use a visual template to indicate the most secure and weak zones of the armour.'' -->
<big>Llos = L / cos@</big><br>
 
- Llos = Length line of sight (Line of sight thickness)
 
- L = armour plate thickness
 
- @ = angle of armour
 
 
==== Normalization ====
 
The calculation of the armour piercing effect of projectiles on sloped armour:
 
  
Before the [[Update 1.49 "Weapons of Victory"|"Weapons of Victory" update]], the armour-piercing effect calculation of an angled hit was made based on the normal principle for most tank-based games via normal line of side thickness, as seen in the picture above.<br>
+
The armour layout of the M60A3 TTS is the same as the M60A1 RISE (P). The ERA is very apparent, and each panel offers 370 mm of protection against chemical rounds and a measly 5 mm of protection against kinetic rounds. This is enough to stop the majority of HEAT-FS rounds that the M60A3 will encounter, but only for the first hit. Impacts from chemical rounds will destroy large swathes of panels, and follow up shots can be lethal. Many ATGMs, particularly those with tandem warheads, can overcome the ERA and damage the tank since the M60 does not have composite armour underneath, so incoming missiles should still be avoided or otherwise dealt with. It should also be noted that the ERA coverage has some gaps, particularly around the turret ring and the gunner's sight.
At the same time (still before "Weapons of Victory"), for different types of shells a certain distortion of the angle of attack was taken into account depending on the type of projectile (sharp or blunt-nosed shell) and the ratio between the calibre of the projectile to the armour thickness normal (perpendicular vector). In blunt-nosed shells, the final angle which were used for calculation of the armour thickness was reduced, and in sharp-nosed shells - slightly increased, i.e. a normalization factor was artificially added after the crude line of sight thickness calculation.<br>
 
However, despite the fact that this method is good enough in most cases - the calculation results do not always completely agree with the actual results of tank armour penetration tests. This was particularly noticeable in cases of penetration with high angles of approach.
 
  
[[File:DamageMechanics ShellPenetration SharpNormalizationForces.jpg|thumbnail|left|Forces during impact with de-normalization effects]]
+
The underlying base armour is similar to the layout originally featured on the [[M60A1 (AOS)]]. It consists entirely of cast and rolled homogeneous armour. The frontal hull armour and turret cheeks are fairly thick and can generally shrug off fire from Soviet APHE rounds and autocannons, but the gun mantlet is modeled as having only 127 mm of CHA (with some sloping) and is a major weak point. The turret ring is another weak zone, only 114 mm thick and fairly large in size. The commander's cupola bulges from the top of the turret and is lightly protected, making it an attractive target for APHE and high-calibre HE rounds.
There are several forces applied to a real shell at the moment of impact with any armour. These forces will bend the trajectory of a projectile which is entering any armour depending on the shape of the projectile nose, the angle of attack, the relation between the calibre of the projectile and the armour thickness normal/sharp-nosed shells while hitting the armour, receive resistance in the form of a larger normal reaction “Rn” and smaller tangential reaction “Rt”. The resultant of these forces relative to the centre of inertia of a projectile creates a moment that de-normalizes the shell, which in turn increases its course through the armour.
 
  
[[File:DamageMechanics ShellPenetration BluntNormalizationForces.jpg|thumbnail|right|Blunt-nosed shell impacting, affected by normalization forces.]]Blunt-nosed shells, when hitting an obstacle with its “blunted” tip, will form a ledge in the armour, and will gain from the obstacle and ledge a greater tangential and lesser normal reactions. The moment of the resultant will angle-in the shell towards the normal and as a result it reduces the path of the projectile inside the armour.
+
With no specialized protection against APDS or APFSDS rounds, the M60A3's armour should not be trusted. Even weaker chemical rounds can slip between the gaps of the ERA panels with some luck. Considering the tank's unimpressive mobility, enemy flankers are a real concern as well, and nearly every weapon at the M60A3's rank can penetrate the hull sides. Surviving hits should be a pleasant surprise and not an expectation.
  
The larger is the elongation (length-to-diameter ratio) of the projectile - the stronger is the normalization effect of the projectile. Modern fin-stabilized APCR munitions have a greater elongation and during an angled hit often penetrate thicker armor than the equivalent of a plate normal.<br>
+
'''Armour type:'''
However, the projectiles that are modeled in our game were fairly short ones and at high angles of attack had a large de-normalizing effect - both sharp-nosed (for which this effect was bigger), and blunt-nosed (with a smaller effect). The APCR shells of the time had the maximum effect. Thus for the American 90mm APCR prototype M304 shell (''Terminal ballistic Data Vol 3'' p.157) as we can see the penetration value at an angle of attack of 55 degrees is more than 3 times less than penetration by normal (see Pic.4). If at an angle of 0 degrees of attack, the projectile could penetrate a little more than 12 inches of armour (305 mm), an angle of approach of 55 degrees makes the shell penetrate a little less than four inches (101.6 mm); '''Picture 1'''. Which is comparable with penetration values of the T33 calibre sharp-nosed shell; '''Picture 2'''
 
<gallery>
 
DamageMechanics StrikingVelocityPenetration 90mmM304.jpg|'''Picture 1''': <br>M304 APCR prototype of the [[M26|M26 ''Pershing'']]
 
DamageMechanics StrikingVelocityPenetration 90mmT33.jpg|'''Picture 2''': <br>T33 AP sharp-nosed shell
 
</gallery>
 
  
 +
* Cast homogeneous armour
 +
* Rolled homogeneous armour (Rear roof, Engine grille)
  
These graphs also display that for the calibre shell the drop of penetration from angle of attack is not as huge as for the APCR.<br>
+
{| class="wikitable"
In “Pic.6” you can see a photo which shows a strong drop of penetration values for APCR projectiles at high angles of attack. This test was based on the shooting of the frontal part of the Tiger 2 tank. As can be seen, both APCR projectiles - 90mm and 105mm, did not penetrate the upper side of the tank plate, but they broke through the lower one which has a smaller thickness.
+
|-
<gallery>
+
! Armour !! Front !! Sides !! Rear !! Roof
File:DamageMechanics TigerIIHull APCR.jpg|Upper 150mm plate remains intact after being hit by advanced American shells.
+
|-
File:DamageMechanics TigerIIHull Lowerglacis.jpg|Lower glacis plate penetrated by 105mm shell due to thinner armor.
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| Hull || 108 mm (66°) ''Front Glacis'' <br> 137 mm (54°) ''Lower Glacis''|| 36 - 70 mm || 25 mm (1°) ''Engine Grille'' <br> 40 mm (31°) ''Top'' <br> 28 mm (61°) ''Bottom'' || 36 mm ''Front'' <br> 20 mm ''Engine deck''
</gallery>[[File:DamageMechanics 90mmM304 Statcard.jpg|thumbnail|right|"''M304 shot''" stat card showing the three different tables for armour penetration.]]
+
|-
This effect [http://forum.warthunder.com/index.php?/topic/237833-devblog-penetration-mechanic-improvements/ has been reproduced in the game since update "1.49"]. For each type of projectile, and for different ratios of calibre/barrier thickness at different angles of attack - own armour penetration fall ratios. Most of the data is taken from the publications '''“WWII Ballistics: Armor and Gunnery”''' and '''“Terminal ballistic Data Vol 2 and 3.”'''.
+
| Turret || 215 + 50.8 mm (1-43°) ''Turret front left'' <br> 230 + 50.8 mm (4-50°) ''Turret front right'' <br> 127 mm (8-57°) ''Gun Mantlet''|| 215 - 49 mm || 57 mm || 48 mm ''Front'' <br> 25.4 mm ''Center''
 +
|-
 +
! Armour !! Front !! Sides !! Rear !! Roof
 +
|-
 +
| Cupola || 127 mm || 70 mm || 50 mm || 101.6 mm
 +
|}
 +
'''Notes:'''
  
Tooltips show this as well for each shell, they display the penetration of the shells at three different angles of attack. [[:Category:Game modes#Arcade|Arcade]] penetration indicator accounts for this effect. It also takes into account not only the first part of the tank armour, but several parts under it as well, which will give a more accurate indication of the penetration with such complex structures as gun mantlets and shielded armour.  
+
* Tracks are 30 mm thick while suspension wheels are 20 mm thick.
==== Breach / Overmatch / Stamping ====
+
* Belly armour is 19 mm in the front, 13 mm in the rear.
Overmatching occurs if a shell hits sloped armour that is thinner then the calibre of the tank shell. Overmatching basically neglects the sloped armour ricochet effect. This mechanic was added to the game with [[Update 1.63 "Desert Hunters"#Ground_Vehicle_visual_model._damage_model.2C_characteristic_and_weaponry_changes|Update 1.63 "Desert Hunters"]] and applies to shells 1.3x bigger in diameter than the armour thickness to have a reduced sloping effect.  
+
* 15 mm RHA plate between the engine and crew compartment.
  
The bigger the shell, the more effective overmatch is. Shells with sufficient penetration that are greater than 7x bigger in diameter than the armour thickness will ignore ricochet chance and angle of attack, acting as if the shell is impacting a flat plate.
+
=== Mobility ===
 +
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
  
As of 1.85.0.121 a simple formula to calculate minimum shell calibre required to achieve maximum overmatching is this:<br>
+
{{tankMobility|abMinHp=1,162|rbMinHp=663}}
  
<big><span style="color:red">Minimum shell calibre > Armour thickness * 7.0</span></big><br><br>
+
== Armaments ==
 +
=== Main armament ===
 +
<!-- ''Give the reader information about the characteristics of the main gun. Assess its effectiveness in a battle based on the reloading speed, ballistics and the power of shells. Do not forget about the flexibility of the fire, that is how quickly the cannon can be aimed at the target, open fire on it and aim at another enemy. Add a link to the main article on the gun: <code><nowiki>{{main|Name of the weapon}}</nowiki></code>. Describe in general terms the ammunition available for the main gun. Give advice on how to use them and how to fill the ammunition storage.'' -->
 +
{{main|M68 (105 mm)}}
  
This mechanic requires a shell with penetration greater than the nominal thickness of the impacted armour plate. Shells without sufficient penetration will never penetrate, no matter the calibre.
+
{| class="wikitable" style="text-align:center" width="100%"
 +
|-
 +
! colspan="5" | [[M68 (105 mm)|105 mm M68]] || colspan="5" | Turret rotation speed (°/s) || colspan="4" | Reloading rate (seconds)
 +
|-
 +
! Mode !! Capacity !! Vertical !! Horizontal !! Stabilizer
 +
! Stock !! Upgraded !! Full !! Expert !! Aced
 +
! Stock !! Full !! Expert !! Aced
 +
|-
 +
! ''Arcade''
 +
| rowspan="2" | 63 || rowspan="2" | -10°/+20° || rowspan="2" | ±180° || rowspan="2" | Two-plane || 21.40 || 29.65  || 36.00  || 39.81  || 42.35  || rowspan="2" | 8.70 || rowspan="2" | 7.71 || rowspan="2" | 7.11 || rowspan="2" | 6.70
 +
|-
 +
! ''Realistic''
 +
| 13.40 || 15.75  || 19.13  || 21.15  || 22.50
 +
|-
 +
|}
 +
 
 +
==== Ammunition ====
  
====Hull-break====
+
The M60A3 TTS has the same ammunition selection as the [[M1 Abrams]]. The M735 APFSDS and M456A2 HEAT-FS rounds come as stock choices, which is refreshing compared to the stock APDS on the M60A1 RISE. Of these two, M735 is better against most tank targets since it has much higher velocity, will not prematurely detonate on trees and fences, and will cut straight through opponents without decent composite armour. The HEAT-FS is useful for hull-breaking light targets like IFVs and SPAAs but is more difficult to aim and will struggle against opponents with any ERA and composite armour. The post-penetration damage is not any better, so only a few HEAT-FS rounds should be kept in reserve for use against light targets.
In [[Update 1.65 "Way of the Samurai"]], the hull-break mechanic was added into the game for thin-hulled vehicles. This generally applies to non-armoured and lightly-armoured vehicles (with up to 25mm thickness of hull armour). Unlike the usual method of incapacitating the crew members of a vehicle to secure a destruction, the hull-break mechanics implements a hull and module based damage system to destroy these vehicles.
 
  
The [https://warthunder.com/en/news/4505-the-damage-model-has-been-refined-en/ initial version] set the criteria as "on the kinetic impact, hits with penetration of the shell of 150 mm calibre on any part of the hull or turret (inclusive of the breech). Or even hitting following penetration of few structural elements of shells of small calibre, upwards of 75mm and higher. For HE shells, impacts by 75-76mm HE shells to the hull or turret will be effective. For large calibre HE shells (122-152mm) hits to chassis components will be counted as fatal.
+
The unlockable M393A2 HESH round has potentially more post-penetration damage than the other options, however it has the worst ballistics, the lowest penetration, and is the most difficult to use as a result. For best results, it should be aimed at hull or turret sides and roofs, taking care not to hit ERA, composite armour, or spaced armour. Still, the HEAT-FS is much more user-friendly for taking out light targets. HESH might be helpful in the occasional unusual situation where a small portion of an enemy tank is exposed, but its crew members are not close enough to the line of fire to be damaged by the APFSDS or HEAT-FS. The final unlockable ammunition choice is the M774 APFSDS round, which costs 600 SL per shot and has all-round improved statistics from the M735 round. In particular, it enjoys significantly better angled penetration. If financial cost is not a factor, it should be the M60A3's ammo type of choice.
  
In [[Update 1.71 "New E.R.A"]], the hull-break mechanics was refined towards kinetic shells as requiring the "need to directly hit them with a shell of high energy (more than 1.4 MJ) on one of the major internal modules. E.g. engine, transmission, breech or shell storage.
+
The M416 smoke shell is available too. Obviously, it is not good at damaging enemies, but it can be used to cover advances and blind entrenched targets.
  
===== List of hull-breakable vehicles =====
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{| class="wikitable sortable" style="text-align:center" width="100%"
''As of v.1.91.0.58''
+
! colspan="8" | Penetration statistics
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" | Type of<br>warhead
 +
! colspan="6" | '''Penetration @ 0° Angle of Attack (mm)'''
 +
|-
 +
! 10 m !! 100 m !! 500 m !! 1,000 m !! 1,500 m !! 2,000 m
 +
|-
 +
| M735 || APFSDS || 353 || 350 || 342 || 333 || 322 || 312
 +
|-
 +
| M393A2 || HESH || 127 || 127 || 127 || 127 || 127 || 127
 +
|-
 +
| M456A2 || HEATFS || 400 || 400 || 400 || 400 || 400 || 400
 +
|-
 +
| M774 || APFSDS || 357 || 355 || 347 || 338 || 328 || 319
 +
|-
 +
|}
 +
{| class="wikitable sortable" style="text-align:center" width="100%"
 +
! colspan="10" | Shell details
 +
|-
 +
! rowspan="2" data-sort-type="text" | Ammunition
 +
! rowspan="2" | Type of<br>warhead
 +
! rowspan="2" | Velocity<br>(m/s)
 +
! rowspan="2" | Projectile<br>Mass (kg)
 +
! rowspan="2" | Fuse delay<br>(m)
 +
! rowspan="2" | Fuse sensitivity<br>(mm)
 +
! rowspan="2" | Explosive Mass<br>(TNT equivalent) (g)
 +
! colspan="3" | Ricochet
 +
|-
 +
! 0% !! 50% !! 100%
 +
|-
 +
| M735 || APFSDS || 1,501 || 3.7 || N/A || N/A || N/A || 76° || 77° || 80°
 +
|-
 +
| M393A2 || HESH || 732 || 14.85 || 0.4 || 0.1 || 4,306 || 73° || 77° || 80°
 +
|-
 +
| M456A2 || HEATFS || 1,173 || 10.5 || N/A || 0.1 || 1,270 || 65° || 72° || 77°
 +
|-
 +
| M774 || APFSDS || 1,509 || 3.4 || N/A || N/A || N/A || 78° || 80° || 81°
 +
|-
 +
|}
 +
{| class="wikitable sortable" style="text-align:center"
 +
! colspan="7" | Smoke shell characteristics
 +
|-
 +
! Ammunition
 +
! Velocity<br>(m/s)
 +
! Projectile<br>Mass (kg)
 +
! Screen radius<br>(m)
 +
! Screen deploy time<br>(s)
 +
! Screen hold time<br>(s)
 +
! Explosive Mass<br>(TNT equivalent) (g)
 +
|-
 +
| M416 || 730 || 11.4 || 20 || 5 || 25 || 50
 +
|-
 +
|}
 +
 
 +
==== [[Ammo racks]] ====
 +
[[File:Ammoracks_M60.png|right|thumb|x250px|[[Ammo racks]] of the {{PAGENAME}}]]
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! Full<br>ammo
 +
! 1st<br>rack empty
 +
! 2nd<br>rack empty
 +
! 3rd<br>rack empty
 +
! 4th<br>rack empty
 +
! 5th<br>rack empty
 +
! Visual<br>discrepancy
 +
|-
 +
| '''63''' || 50&nbsp;''(+13)'' || 48&nbsp;''(+15)'' || 27&nbsp;''(+36)'' || 13&nbsp;''(+50)'' || 1&nbsp;''(+62)'' || No
 +
|-
 +
|}
 +
 
 +
Ammo racks litter the interior of the M60A3 TTS. Avoid taking enough ammunition to fill the turret bustle ammo rack, this way penetrating shots to the turret are less likely to destroy the tank instantly. There is a considerable amount of ammunition in the turret basket, and there will always be ammunition stored on the sides of the driver since those are the first ammo racks to be filled. Emptying the turret and turret basket will increase survivability by a fair amount.
 +
 
 +
=== Machine guns ===
 +
<!-- ''Offensive and anti-aircraft machine guns not only allow you to fight some aircraft but also are effective against lightly armoured vehicles. Evaluate machine guns and give recommendations on its use.'' -->
 +
{{main|M85 (12.7 mm)|M240 (7.62 mm)}}
 +
 
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="5" | [[M85 (12.7 mm)|12.7 mm M85]]
 +
|-
 +
! Mount
 +
! Capacity<br>(Belt capacity)
 +
! Rate of fire<br>(shots/minute)
 +
! Vertical<br>guidance
 +
! Horizontal<br>guidance
 +
|-
 +
| Pintle || 900 (200) || 625 || -9°/+60° || ±180°
 +
|-
 +
|}
 +
{| class="wikitable" style="text-align:center"
 +
|-
 +
! colspan="5" | [[M240 (7.62 mm)|7.62 mm M240]]
 +
|-
 +
! Mount
 +
! Capacity<br>(Belt capacity)
 +
! Rate of fire<br>(shots/minute)
 +
! Vertical<br>guidance
 +
! Horizontal<br>guidance
 +
|-
 +
| Coaxial || 5,950 (200) || 750 || N/A || N/A
 +
|-
 +
|}
 +
 
 +
== Usage in battles ==
 +
<!-- ''Describe the tactics of playing in the vehicle, the features of using vehicles in the team and advice on tactics. Refrain from creating a "guide" - do not impose a single point of view but instead give the reader food for thought. Describe the most dangerous enemies and give recommendations on fighting them. If necessary, note the specifics of the game in different modes (AB, RB, SB).'' -->
 +
 
 +
The M60A3 TTS lacks the mobility to arrive first on the front lines or easily flank, but the unimpressive protection means that advancing steadily in the open is not a safe proposition either. It is best to follow teammates, stay close to cover, and take advantage of the thermal sight to scan for opponents. A quick glance through the gunner's scope can reveal hidden enemies from afar. The armour and mobility issues are less important if one can consistently catch targets off guard and shoot first, and if the rest of the team is causing a ruckus, all the better. Keep an eye out for flankers and avoid staying out of cover for long.
 +
 
 +
Thermal sights are very helpful and not quite ubiquitous at the M60A3's rank, but they are not uncommon either. IFVs like the [[Begleitpanzer 57]], [[BMP-3]], and [[Type 89]] have them and can spot the M60A3 easily. Thankfully, these targets are more reliant on ATGMs for long distance combat, which are easier to avoid than APFSDS rounds. They will still pack a huge punch upon a successful hit, so do not stand still. The premium [[AMX-30 Super]], [[Leopard A1A1 (L/44)]], and [[Type 74G]] all boast thermal sights and superior mobility, making them difficult targets indeed. The only real way to deal with them is to shoot first. It is also possible for the M60A3 TTS to encounter its cousins in the China tree, the [[M60A3 TTS (China)]] and [[CM11]]. The former does not have ERA and is even more vulnerable while the latter has even worse mobility in exchange for superior firepower; these three tanks all make easy targets for one another.
 +
 
 +
The [[MBT-70]] currently shares a battle rating with the M60A3 TTS. They are very different tanks and can cover each other's weaknesses to some extent when used as a lineup; when high mobility and aggressive pushes are needed, the MBT-70 (or its devolved sibling, the [[XM-803]]) can be used, and when thermal sights and firepower are needed the M60A3 can pick up the slack. None of these options have very good armour, but few opponents at their rank do.
 +
 
 +
=== Modules ===
 
{| class="wikitable"
 
{| class="wikitable"
 +
! Tier
 +
! colspan="2" | Mobility
 +
! Protection
 +
! colspan="3" | Firepower
 +
|-
 +
| I
 +
| Tracks
 +
|
 +
| Parts
 +
| Horizontal Drive
 +
| M393A2
 +
|
 +
|-
 +
| II
 +
| Suspension
 +
| Brake System
 +
| FPE
 +
| Adjustment of Fire
 +
| M416
 +
| NVD
 +
|-
 +
| III
 +
| Filters
 +
|
 +
| Crew Replenishment
 +
| Elevation Mechanism
 +
| Smoke grenade
 +
|
 
|-
 
|-
! '''[[File:USA flag.png|60px|border|link=Category:USA ground vehicles]]<br>[[:Category:USA ground vehicles|USA]]'''
+
| IV
! '''[[File:Germany flag.png|60px|border|link=Category:Germany ground vehicles]]<br>[[:Category:Germany ground vehicles|Germany]]'''
+
| Transmission
! '''[[File:USSR flag.png|60px|border|link=Category:USSR ground vehicles]]<br>[[:Category:USSR ground vehicles|USSR]]'''
+
| Engine
! '''[[File:Britain flag.png|60px|border|link=Category:Britain ground vehicles]]<br>[[:Category:Britain ground vehicles|Britain]]'''
+
| ESS
! '''[[File:Japan flag.png|60px|border|link=Category:Japan ground vehicles]]<br>[[:Category:Japan ground vehicles|Japan]]'''
+
| Artillery Support
! '''[[File:China flag.png|60px|border|link=Category:China ground vehicles]]<br>[[:Category:China ground vehicles|China]]'''
+
| M774
! '''[[File:Italy flag.png|60px|border|link=Category:Italy ground vehicles]]<br>[[:Category:Italy ground vehicles|Italy]]'''
+
| Laser rangefinder
! '''[[File:France flag.png|60px|border|link=Category:France ground vehicles]]<br>[[:Category:France ground vehicles|France]]'''
 
 
|-
 
|-
| {{Specs-Link|us_adats_bradley|short}}<br>{{Specs-Link|us_halftrack_m3_75mm_gmc|short}}<br>{{Specs-Link|us_halftrack_m13|short}}<br>{{Specs-Link|us_halftrack_m15|short}}<br>{{Specs-Link|us_halftrack_m16|short}}<br>{{Specs-Link|us_lvt_4_zis_2|short}}<br>{{Specs-Link|us_lvt_a_1|short}}<br>{{Specs-Link|us_m3_bradley|short}}<br>{{Specs-Link|us_m8_greyhound|short}}<br>{{Specs-Link|us_m18_hellcat|short}}<br>{{Specs-Link|us_m18_hellcat_black_cat|short}}<br>{{Specs-Link|us_m18_super_hellcat|short}}<br>{{Specs-Link|us_m19|short}}<br>{{Specs-Link|us_m42_duster|short}}<br>{{Specs-Link|us_m50_ontos|short}}<br>{{Specs-Link|us_m56_scorpion|short}}<br>{{Specs-Link|us_m163_vulcan|short}}<br>{{Specs-Link|us_m247|short}}<br>{{Specs-Link|us_m551|short}}<br>{{Specs-Link|us_m901_itv|short}}<br>{{Specs-Link|us_t92|short}}
 
| {{Specs-Link|germ_begleitpanzer_57|short}}<br>{{Specs-Link|germ_flakpanzer_38t_Gepard|short}}<br>{{Specs-Link|germ_flakpanzer_I_ausf_A|short}}<br>{{Specs-Link|germ_flakpz_I_Gepard|short}}<br>{{Specs-Link|germ_flarakpz_1|short}}<br>{{Specs-Link|germ_panzerjager_1|short}}<br>{{Specs-Link|germ_panzerjager_nashorn|short}}<br>{{Specs-Link|germ_pzkpfw_38t_Marder_III|short}}<br>{{Specs-Link|germ_pzkpfw_38t_Marder_III_ausf_H|short}}<br>{{Specs-Link|germ_ru251|short}}<br>{{Specs-Link|germ_sdkfz_6_2_flak36|short}}<br>{{Specs-Link|germ_sdkfz_9_flak37|short}}<br>{{Specs-Link|germ_sdkfz_221_s_pz_b_41|short}}<br>{{Specs-Link|germ_sdkfz_234_2|short}}<br>{{Specs-Link|germ_sdkfz_234_3|short}}<br>{{Specs-Link|germ_sdkfz_234_4|short}}<br>{{Specs-Link|germ_sturmpanzer_II|short}}<br>{{Specs-Link|germ_thyssen_henschel_tam|short}}<br>{{Specs-Link|germ_waffentrager_krupp_steyr|short}}
 
| {{Specs-Link|ussr_9p149|short}}<br>{{Specs-Link|ussr_asu_57|short}}<br>{{Specs-Link|ussr_bm_13n|short}}<br>{{Specs-Link|ussr_bmp_1|short}}<br>{{Specs-Link|ussr_bmp_2|short}}<br>{{Specs-Link|ussr_bt_7_1937|short}}<br>{{Specs-Link|ussr_btr_152a|short}}<br>{{Specs-Link|ussr_gaz_4m|short}}<br>{{Specs-Link|ussr_gaz_dshk|short}}<br>{{Specs-Link|ussr_gaz_mm_72k|short}}<br>{{Specs-Link|ussr_object_685|short}}<br>{{Specs-Link|ussr_object_906|short}}<br>{{Specs-Link|ussr_pt_76b|short}}<br>{{Specs-Link|ussr_su_5_1|short}}<br>{{Specs-Link|ussr_su_57|short}}<br>{{Specs-Link|ussr_su_100p|short}}<br>{{Specs-Link|ussr_zis_12_94KM_1945|short}}<br>{{Specs-Link|ussr_zis_30|short}}<br>{{Specs-Link|ussr_zis_43|short}}<br>{{Specs-Link|ussr_zprk_2s6|short}}<br>{{Specs-Link|ussr_zsu_23_4|short}}<br>{{Specs-Link|ussr_zsu_29k|short}}<br>{{Specs-Link|ussr_zsu_37|short}}<br>{{Specs-Link|ussr_zsu_57_2|short}}<br>{{Specs-Link|ussr_zut_37|short}}
 
| {{Specs-Link|uk_armored_car_aec_mk_2|short}}<br>{{Specs-Link|uk_armored_car_mk_2_aa|short}}<br>{{Specs-Link|uk_daimler_mk_2|short}}<br>{{Specs-Link|uk_falcon|short}}<br>{{Specs-Link|uk_fv102_striker|short}}<br>{{Specs-Link|uk_fv438_swingfire|short}}<br>{{Specs-Link|uk_fv510_isv|short}}<br>{{Specs-Link|uk_stormer_hvm|short}}<br>{{Specs-Link|uk_t17e2|short}}<br>{{Specs-Link|uk_vickers_mk_6_aa_mk_1|short}}
 
| {{Specs-Link|jp_m42_duster|short}}<br>{{Specs-Link|jp_type_4_ho_ro|short}}<br>{{Specs-Link|jp_type_16|short}}<br>{{Specs-Link|jp_type_60_atm|short}}<br>{{Specs-Link|jp_type_75|short}}<br>{{Specs-Link|jp_type_75_mlrs|short}}<br>{{Specs-Link|jp_type_87|short}}<br>{{Specs-Link|jp_type_89|short}}<br>{{Specs-Link|jp_type_94|short}}<br>{{Specs-Link|jp_type_95_so_ki|short}}<br>{{Specs-Link|jp_type_98_ta_se|short}}
 
| {{Specs-Link|cn_lvt_4_zis_2|short}}<br>{{Specs-Link|cn_m8_greyhound|short}}<br>{{Specs-Link|cn_m18_hellcat|short}}<br>{{Specs-Link|cn_m113a1_tow|short}}<br>{{Specs-Link|cn_pt_76|short}}<br>{{Specs-Link|cn_type_63_I|short}}<br>{{Specs-Link|cn_type_86|short}}
 
| {{Specs-Link|it_ab_41|short}}<br>{{Specs-Link|it_ab_43|short}}<br>{{Specs-Link|it_as_42_metropolitana|short}}<br>{{Specs-Link|it_aubl_74_60_70m|short}}<br>{{Specs-Link|it_b1_centauro|short}}<br>{{Specs-Link|it_b1_centauro_romor|short}}<br>{{Specs-Link|it_fiat_6614_106sr|short}}<br>{{Specs-Link|it_fiat_6616_cockerill|short}}<br>{{Specs-Link|it_m113a1_tow|short}}<br>{{Specs-Link|it_oto_r3_106sr|short}}<br>{{Specs-Link|it_oto_r3_t20_fa|short}}<br>{{Specs-Link|it_otobreda_sidam_25|short}}<br>{{Specs-Link|it_otobreda_sidam_25_mistral|short}}<br>{{Specs-Link|it_semovente_breda_501|short}}
 
| {{Specs-Link|fr_amx_10rc|short}}<br>{{Specs-Link|fr_amx_30_roland|short}}<br>{{Specs-Link|fr_cckw_353_bofors|short}}<br>{{Specs-Link|fr_citroen_kegresse_p4t|short}}
 
 
|}
 
|}
  
==Creating digital weaponry==
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=== Pros and cons ===
The following is an exclusive essay by the Gaijin development team to explain how guns' real life behaviour is translated into the game. Hence the focus is primarily on the [[Ground vehicles|ground forces]] part of War Thunder. Also the tone of the text is more personal than usual on the WT Wikipedia.
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<!-- ''Summarise and briefly evaluate the vehicle in terms of its characteristics and combat effectiveness. Mark its pros and cons in a bulleted list. Try not to use more than 6 points for each of the characteristics. Avoid using categorical definitions such as "bad", "good" and the like - use substitutions with softer forms such as "inadequate" and "effective".'' -->
=== Weapon ===
 
We really love the variety of the military technology from various countries, and we always try to tune its behavior to get it as close to the real-life version as possible. For this reason, we have to pay attention to tuning weapons as well – this is the only way we can show and give emphasis to the entire scope of variety in military vehicles, in addition to showcasing their firepower. Each weapon is unique in its own way, and in order to reproduce this uniqueness, we study a mass of documentation and scrupulously tune not only the weapons, but even each separate ammunition type for each of them. This approach allows us to convey the spirit of each military vehicle in our game as precisely as we can.
 
  
First we will tell you how we tune machine guns and cannons. Aircraft and tank weapons work on similar principles, so for the sake of this example, we'll just take one – the 122 mm D-25T cannon, which was installed on the tanks like the IS-2, IS-3 and the IS-4M. Using this weapon's tuning as an example, we'll show you how all the other weapons in the game are tuned and how they work.
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'''Pros:'''
  
The weapon parameters include such variables as its spread and the technical upper limit for its rate of fire. While tuning the weaponry, just like when we tune the shells, we use different documentation like field tests and technical documentation for the vehicles themselves. The search for correct documentation is one of the most difficult and slow processes because different sources show different and often conflicting data. Sometimes it takes time to verify the source, since we have to do reseaech of all the data available. Here we are using data from “aiming data chart of 122mm tank cannon of 1943 variant D-25T” Army publishing MO USSR Moscow, 1969, as well as “Ammunition for 122mm cannons for ground, tank and self propelled artillery. Instruction” War ministry of USSR 1952, “Artillery sergeant textbook” book one, war publishing of NKO 1944.
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* Same ammo selection as the [[M1 Abrams]]
<gallery perrow="2" widths="300px" heights="250px">
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* Stock M735 APFSDS round
File:Weapons DataChart 122mmcannon1943(D-25T) Book.png
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* Good quality thermal sight
File:Weapons DataChart 122mmcannon1943(D-25T) Charts.jpg|Aiming data charts for BR-471 shell, that were used in a D-25T cannon.
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* ERA offers decent chemical protection
</gallery>
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* Has a laser rangefinder
At the moment, the rate of fire in our game is an averaged value, since in real life, reload time depends on a multitude of variables. Among other things, these variables include how the ammunition is stored (when expending ammunition, this forces the loader to get shells from a less convenient place in the vehicle) and the weight and shape of the shells (for example, heavy and bulky shells get harder to reload over a longer period of time). We have plans to simulate reloading with such mechanics taken into account, which means introducing a variable rate of fire depending on the state of the ammunition, the loader's fatigue, and the position of the turret itself, which defines which ammunition stowage area is closer and which farther away. For example, the Patton houses just a small part of its ammunition right next to the gunner – the rest is in stowage areas located in a floor-level section, which take a lot longer to access. If we introduce such a system, this will mean that the first rounds will be loaded much more quickly than the current reload time, and later rounds will take much longer. This system is still only in development, however.
 
  
Rate of fire is displayed in terms of shots per second, and our weapon has a value of 0.048 shots per second, or 1 shot every 20.8 seconds. This is the minimal reload time for any round for this vehicle with maxed out crew skills.
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'''Cons:'''
  
The spread is calculated in the following way: From the firing tables we know the circular error probability (CEP) of the shot for both (horizontal and vertical) deviation axes at a distance of 1000 m. For example, the given cannon has a CEP equal to 0.3 m, so we can calculate the angle of dispersion for the weapon. As half of both axes of dispersion are equal to four CEP for either the vertical or horizontal, it equals 1.2 m in our case, which is 0.069 degrees on both the vertical and horizontal. That means that at 1000 m, the D-25T's maximum spread will amount to roughly 2.4 meters, which means that even at maximum spread, you will still hit the tank's silhouette even at that distance. Many weapons, of course, will have different mean average deviation values for horizontal and vertical and then the spread will appear to be ellipse shaped. At the same time, in half of the cases, the shell will hit at half distance from the edges closer to the center than at the maximum level of angular displacement. This is how we simulate the level of weapon accuracy comparable to the reality of real combat vehicles.
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* Not very mobile
 +
* Very low hp/t ratio means slower acceleration than competitors
 +
* Large target
 +
* Armour is virtually useless against APFSDS
 +
* ERA coverage has significant gaps
 +
* Turret ring, gun mantlet, and cupola are all notable weak spots
  
<gallery perrow="2" widths="300px" heights="250px">
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== History ==
File:Weapons DataChart Dispersion.jpg|Ellipse and dispersion scales by distance, by direction and by height.
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<!-- ''Describe the history of the creation and combat usage of the vehicle in more detail than in the introduction. If the historical reference turns out to be too long, take it to a separate article, taking a link to the article about the vehicle and adding a block "/History" (example: <nowiki>https://wiki.warthunder.com/(Vehicle-name)/History</nowiki>) and add a link to it here using the <code>main</code> template. Be sure to reference text and sources by using <code><nowiki><ref></ref></nowiki></code>, as well as adding them at the end of the article with <code><nowiki><references /></nowiki></code>. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under <code><nowiki>=== In-game description ===</nowiki></code>, also if applicable).'' -->
</gallery><br />
 
  
=== Shells ===
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'''The M60'''
Now that the weapon has its primary characteristics and is ready for battle, we move on to tuning its ammunition. A great many forms of ammunition were used, and listing them all along with describing how they work is a subject for a separate and long treatise. To show the adjustments we make, we'll use one of the shells for our weapon as an example – a pointed armour-piercing high-explosive round.
 
  
<gallery perrow="2" widths="300px" heights="250px">
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The M60 tank, a descendant of the Patton series of tanks, was the mainstay of US armoured forces for much of the Cold War. It saw much combat in various conflicts like the Yom Kippur War, Iran-Iraq War, and the Gulf War, performing well against Soviet contemporaries like the [[T-62]]. Several versions of the M60 were used by the US military, and the last of them was the M60A3.
File:Weapons 122mm BR-471 APHE Shell.jpg
 
File:Weapons DamageModel Shells Fuses.png
 
</gallery><br />
 
  
[[File:Screenshot T-34 protected by stone fence.jpg|thumb|right|The wall protects part of the tank from shrapnel and resulting shockwave from the explosion.]]
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=== M60A3 ===
[[File:DamageMechanics ShellIcons ShellEffects Terrain.jpg|thumb|right|You can easily understand different shell effects by just looking at the shell icons.]]
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'''Development'''
First of all, we set such parameters as the shell's weight (25 kg), its calibre (0.122 m), its muzzle velocity (795 m/s), and its type (armour-piercing high-explosive – APHE). These values determine the round's ricochet and normalization, the basic kinetic damage parameters, and the round's additional properties, such as the presence of explosive material. Next we have its ballistic settings (the round's energy loss), and the chance that the round will cause a fire when it hits a fire-vulnerable module – this setting is separate from the explosive setting, and we can use it to simulate the chance of ignition from tracers (if tracer ammunition is used) or ignition from sparks produced when a round hits an obstacle.
 
  
In addition, there are settings like the round's fragmenting action, the detonator parameters and the power of the explosion itself. The explosive wave and the shrapnel broadly take into account both the shape of the landscape and any obstacles in their path (in the real world, explosives don't disperse in a straight line or from a single point). This means that a tank can hide from shockwaves and shrapnel behind various obstacles, and separate modules on a tank will protect the other modules from taking additional damage. For example, a round which penetrates the rear armour of a tank and explodes behind the engine might do no harm to the crew, as the engine blocks the shrapnel and the shockwave.
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During the 1970's there was a rapid advancement in anti-tank technology, and with the failure of the M60A2 program to produce a sufficient fighting vehicle an upgrade of the M60A1 series was necessary. In 1976, a program to do just that was initiated; the intention was to increase the turret armor and to modernize and improve the technological systems in the tank. The product of the program was the M60A3 tank, a significant improvement over the M60A1 series. Despite the improvement over the earlier M60 models, the M60A3 was viewed as a stop-gap measure, as the M1 Abrams was already being developed and was planned to enter service in 1981.  
  
Each individual shell in our physics model has its own settings, such as the explosive power, i.e. the thickness its shockwave can penetrate at short range, and the explosion radius at which its power is maximum and at which it fully disappears. Apart from the explosion itself, the shell also has a fragmenting action which we provide as a radius, shrapnel amount and shrapnel penetration. It's also worth noting that secondary shrapnel is also added to shell shrapnel. Secondary shrapnel occurs after the target itself is penetrated.
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'''M60A3 Passive'''
  
As you can see, there are quite a few of these settings, and we consider them a very important part of allowing players to determine the required effect of a shell without reading a long list of its characteristics. This is precisely why the shell icons are different depending on their parameters. If the round has high penetration, then its icon will show exactly that. If it has an explosive substance and/or a fragmenting effect from the shell itself, this will also be added to the icon. Be careful when selecting a shell – the various shells don't just have different penetration characteristics and fragmenting actions or explosive properties, they also lose their energy differently. Note how the numerical value of armour penetration changes depending on the distance of the shot. This is shown on the shell's tooltip.
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This was the first model of the M60A3 series; it was known simply as the M60A3, but was also known as the M60A3 Passive in order to better distinguish it from the later M60A3 TTS. The M60A3 was based on the M60A1 RISE Passive tank, but with a number of upgrades for the turret - most notably changes to the armor and fire control system. The armor on the turret face was increased to 276 mm and the armor on the gun mantlet was changed to 330 mm. The M60A1 RISE Passive tanks uses a coincidence rangefinder and the mechanical M19 ballistic computer. The M60A3 received the M21 fire control system which includes an AN/VVS2 flash-lamp pumped ruby-laser rangefinder for the commander and gunner, solid-state M21E1 gun data computer, improved stabilization mechanism, improved electrical system, and an improved solid-state analog data card bus. The M10A2E3 ballistic drive is an electro-mechanical unit.The commander received an M36E1 passive periscope and the gunner received an M32E1 passive sight. The hydraulic fluid in the turret was changed to a type that was non-flammable. The M60A3 turret was mounted on the chassis of the M60A1 RISE Passive hull, with the same AVDS-1790-2D RISE engine and CD-850-6A transmission, with a Halon fire-suppression system. A total of 748 M60A3 Passive tanks were built, and all were later upgraded to the M60A3 TTS standard.
  
When considering the damage model, it is very important to at least point out the fact that in our game, we model the characteristics of various types of materials – glass, reinforced glass, wood and various types of metal used in both aircraft and ground vehicles. Each material has its own equivalent durability in terms of armour steel thickness. For example, we calculate that 100 mm rolled armour has an armor steel thickness equivalent to 100mm, cast armour has a 94 mm equivalent thickness, reinforced glass – 20 mm and wood – 10 mm.
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'''M60A3 TTS'''
  
===Netcode or Defining the impact point===
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The M60A3 TTS was an improved model of the earlier M60A3. The gunner received an AN/VSG2 Tank Thermal Sight (TTS), which was the only major improvement over the M60A3 Passive. 304 M60A3 TTS tanks were built (with production ending in 1983), 1,391 of the US Army M60A1 RISE tanks were converted to the M60A3 TTS standard by the Anniston Army Depot and Mainz Army Depot by 1990, and all 748 US Army M60A3 tanks were also upgraded to the TTS standard by 1984.
[[File:Yak9T_destroy_Fw190_wings.jpg|thumb|right|One critical hit on an aircraft's wing is much more effective than multiple impacts on the fuselage.]]
 
One of the most important questions, especially in online games, is the question of defining the impact point on an enemy when two players may have internet connections with entirely different levels of quality. This is particularly relevant in a game in which the combatants can move at high speed – in our case, in air battles.
 
  
For our game, we developed a system to define the position of each player independent of the delay they're playing with. We won't get into all the little details, but in short, this works in the following manner: the server receives only the players' own control commands (for example: joystick movement, trigger press, flap controls and so on) and their individual actions (such as activating fire extinguishers and respawn requests) and using this information, it calculates the movement and actions of each player. At the same time, it separately calculates each shell fired, including their full ballistics, including the difference between vehicle speeds (a shell will do more damage in head-on attack for the two aircraft than it would to aircraft flying away) and all the effects these shells have – all of this is independent of the vehicle's rate of fire – without any simplification! For example, the Hurricane's machine guns have a rate of fire of 1,000 shots per minute, which means that when you pull the trigger on the Hurricane Mk II, which has 12 machine guns, this aircraft alone fires 200 bullets per second into the air, each of them has their flight and trajectory individually calculated by the server! We will remind you about how damage calculation works inside the game for both aviation and ground vehicles after a hit:
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'''Production'''
[[File:Me262 intercepting B-29.png|thumbnail|right|[[B-29A-BN|B-29 ''Superfortress'']] under a head-on attack by a [[Me_262_A-1/U4|Me 262 ''Schwalbe'']]]]
 
  
* Breach check - if caliber is six times higher than plate thickness it breaches the plate automatically.
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In February of 1978, the first M60A3 tanks were finished at the Detroit Arsenal Tank Plant. The low-rate initial production run was completed at the DATP in October, which consisted of 296 M60A3 tanks; the tanks were first fielded by the US Army in May of 1979. Chrysler Defense was purchased by General Dynamics Land Division in 1982. In May 1983, production of the M60A3 ended with a total of 1,052 M60A3 and M60A3 TTS tanks built; 748 of the tanks were of the Passive version, and 304 were of the TTS version. At this time, the Detroit Tank Plant closed, and production of the M1 Abrams was at the Lima Tank Plant in Ohio. Despite this, the conversion of earlier M60 tanks to the M60A3/E60B standard was still occurring, specifically for other nations through the Foreign Military Sales program. The last M60A3 tanks were delivered through the FMS in May of 1986 to Israel, with a total of 3,268 tanks converted. The tanks upgraded for Israel were surplus US Army M60A1 RISE tanks. Earlier M60 tanks were also converted to the M60A3 TTS standard for the US Army. 1,391 of the US Army M60A1 RISE tanks were converted to the M60A3 TTS standard by the Anniston Army Depot and Mainz Army Depot by 1990, and all 748 US Army M60A3 tanks were also upgraded to the TTS standard by 1984.
* If there is no breach - bound check.
 
* If there is no bound shot - then we do a penetration check, for which the following characteristics are taken into account - current penetration value, armour slope angle, and slope angle of the machine itself, angle of impact. Armour thickness is calculated and we do a check as to whether a shell can or cannot penetrate the armour. If not and the shell has explosives - it detonates and attachments can be damaged.
 
* If there is penetration the shell deals the damage to the armor, loses penetration value and kinetic damage proportionally to armor thickness and goes further. Also each kinetic shell creates a shard cone that can damage modules and crew in the sector.
 
* The shell itself goes further and when hitting any internal module all the above mentioned checks are made (excluding cases when a fragmentation shell hits armour with thickness thinner than 3-4mm - it will not generate a fragmentation cone then). Checks are made until the penetration value of a shell is enough to penetrate a module or until the fuse goes off (if the shell has explosives and armor was not thick enough to make it go off) A distance needed for the fuse is 0.5-1.5 m from the penetration point depending on caliber and type.
 
* When the fuse goes off the explosion follows which creates HE and fragmentary spheres of damage. Crew members and modules within the spheres may be damaged by shards and shockwave.
 
  
The server then sends the results of these calculations to each player in the session to synchronize the data, which is also calculated on the players' own systems.
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'''Service and Export'''
  
Thanks to lag compensation, which consists of physical extrapolation, visual model display interpolation and time rewind with extra physical simulation, you always see the surrounding players in positions as close as possible to their real positions, which allows players to lead their opponents and target critical areas on their target regardless of the ping of any of the battle's participants (up to a certain point, of course). Any physical objects in the world, particularly heavy vehicles, possess inertia and physical properties that significantly constrict their "cone of uncertainty" – their possible states in space over a time delay – which provides a means to achieve significantly better lag compensation results than usually possible in online shooters. It also allows for creating a response in the game entirely independent of the server's reciprocal response, which means that all your actions (such as shooting and maneuvering) are applied in your client immediately and without delay. We try, as much as it is possible to do so, to ensure that delay in contacting the server does not stop players from enjoying the game, and thanks to this system, players with various levels of ping on various servers will barely notice the difference in gameplay. Only when players have extremely high ping will they see their opponents' sharp maneuvers far later and sharper than when they actually happened.
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The M60A3 eventually replaced all US Army M60A1 and M48A5 tanks (used by the National Guard until 1987) in service. But, the Marine Corps still used the M60A1 RISE tanks until the M60 was retired from front line service in 1991. The official full name of the M60A3 was Tank, Combat, Full Tracked: 105-mm Gun, M60A3. It was also known as the 105mm Gun Tank M60A3.
  
Of course, no algorithm can make up for an unstable connection, when network packets don't reach the client or the server. In such cases, players may see their opponents' maneuvers with a delay or distortion, and may even experience other problems in the game – it all depends on how often the packets drop. However, here too we have created special mechanisms to help ensure that such problems affect the players as little as possible. For example, the main movement and firing controls can suffer a packet loss of over 50%. This allows us to even further reduce the consequences of poor connections. However, it's worth remembering than any multiplayer game will be better if you have a good internet connection!
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The M60 was designated as the E60 for export by the US Foreign Military Sales (FMS); the original M60 was designated as the E60, the M60A1 series was designated as the E60A, and the M60A3 series was designated as the E60B. The last M60A3 tanks were delivered through the FMS in May of 1986 to Israel, with a total of 3,268 tanks converted. Other nations including Italy, Austria, Greece, Morocco, and Taiwan upgraded their M60s to the M60A3 standard through FMS contracts with Raytheon and General Dynamics in the 1980's. In 1990, surplus M60A3/E60B tanks were sold to Oman, Bahrain, and Saudi Arabia.
  
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Several companies offer or have offered upgrade packages for the M60A3, such as the Leonardo M60A3 (from Italy), the Raytheon M60A3 SLEP (from the US), the Magach series (from Israel), and the M60T Sabra series (developed by an Israeli company but used by Turkey). These attempt to increase the firepower and protection of the M60 to modern levels, often featuring 120 mm guns, add-on composite armour, and active protection systems. While the M60 is an old design, its cheap cost and room for upgrades will likely keep it in service for years to come, not unlike the Soviet T-54/55 series.
 
== Media ==
 
== Media ==
{{Youtube-gallery|PfXK-Nr56_4|'''Sparkles''' - ''Sh00t-Me262''|CakcFTodnZU|'''Hull break NEW MECHANIC EXPLAINED!!!''' - ''ManyMilesAway''}}
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''Excellent additions to the article would be video guides, screenshots from the game, and photos.''
 +
 
 +
== See also ==
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<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:''
 +
 
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* ''reference to the series of the vehicles;''
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* ''links to approximate analogues of other nations and research trees.'' -->
 +
 
 +
* [[M60 (Family)]] - The family/history page for the M60.
 +
* [[M60]] - The first version of the M60.
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* [[M60A1 RISE (P)]] - The version of the M60 directly preceding the M60A3 TTS in the US tech tree.
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* [[M60A3 TTS (China)|M60A3 TTS (Taiwan)]] - An M60A3 TTS in service with Taiwan, found in the Chinese tech tree.
 +
 
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== External links ==
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''Paste links to sources and external resources, such as:''
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* ''topic on the official game forum;''
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* ''encyclopedia page on the tank;''
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* ''other literature.''
  
<!-- Usage of video granted by author: https://forum.warthunder.com/index.php?/statuses/user/343350-tacticalburrito/?status_id=416090 -->
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{{USA medium tanks}}
[[Category:Game mechanics]]
 

Revision as of 08:29, 30 July 2020

M60A3 TTS
us_m60a3_tts.png
M60A3 TTS
AB RB SB
9.0 9.0 9.0
Class:
Research:190 000 Specs-Card-Exp.png
Purchase:520 000 Specs-Card-Lion.png
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This page is about the American main battle tank M60A3 TTS. For other vehicles of the family, see M60 (Family).

Description

GarageImage M60A3 TTS.jpg


The 105 mm Gun Tank M60A3 TTS is a rank VI American medium tank with a battle rating of 9.0 (AB/RB/SB). It was introduced in Update 1.95 "Northern Wind".

Very similar to the previous M60A1 RISE (P), the M60A3 TTS differs with the addition of a thermal sight for the gunner, a laser rangefinder replacing the original optical version, and access to better rounds. Weight, protection, mobility, and other characteristics are virtually the same as its predecessor - this tank holds no surprises. At its rank, the M60 platform begins to show its age, being much slower than a number of contemporary MBTs like the Leopard A1A1 while not having enough armour to resist APFSDS rounds. It is best used with caution as a support or backup tank, where its good gun and thermals are effective and its deficiencies are less apparent.

General info

Survivability and armour

The armour layout of the M60A3 TTS is the same as the M60A1 RISE (P). The ERA is very apparent, and each panel offers 370 mm of protection against chemical rounds and a measly 5 mm of protection against kinetic rounds. This is enough to stop the majority of HEAT-FS rounds that the M60A3 will encounter, but only for the first hit. Impacts from chemical rounds will destroy large swathes of panels, and follow up shots can be lethal. Many ATGMs, particularly those with tandem warheads, can overcome the ERA and damage the tank since the M60 does not have composite armour underneath, so incoming missiles should still be avoided or otherwise dealt with. It should also be noted that the ERA coverage has some gaps, particularly around the turret ring and the gunner's sight.

The underlying base armour is similar to the layout originally featured on the M60A1 (AOS). It consists entirely of cast and rolled homogeneous armour. The frontal hull armour and turret cheeks are fairly thick and can generally shrug off fire from Soviet APHE rounds and autocannons, but the gun mantlet is modeled as having only 127 mm of CHA (with some sloping) and is a major weak point. The turret ring is another weak zone, only 114 mm thick and fairly large in size. The commander's cupola bulges from the top of the turret and is lightly protected, making it an attractive target for APHE and high-calibre HE rounds.

With no specialized protection against APDS or APFSDS rounds, the M60A3's armour should not be trusted. Even weaker chemical rounds can slip between the gaps of the ERA panels with some luck. Considering the tank's unimpressive mobility, enemy flankers are a real concern as well, and nearly every weapon at the M60A3's rank can penetrate the hull sides. Surviving hits should be a pleasant surprise and not an expectation.

Armour type:

  • Cast homogeneous armour
  • Rolled homogeneous armour (Rear roof, Engine grille)
Armour Front Sides Rear Roof
Hull 108 mm (66°) Front Glacis
137 mm (54°) Lower Glacis
36 - 70 mm 25 mm (1°) Engine Grille
40 mm (31°) Top
28 mm (61°) Bottom
36 mm Front
20 mm Engine deck
Turret 215 + 50.8 mm (1-43°) Turret front left
230 + 50.8 mm (4-50°) Turret front right
127 mm (8-57°) Gun Mantlet
215 - 49 mm 57 mm 48 mm Front
25.4 mm Center
Armour Front Sides Rear Roof
Cupola 127 mm 70 mm 50 mm 101.6 mm

Notes:

  • Tracks are 30 mm thick while suspension wheels are 20 mm thick.
  • Belly armour is 19 mm in the front, 13 mm in the rear.
  • 15 mm RHA plate between the engine and crew compartment.

Mobility

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 54 9 52.6 1,162 1,431 22.09 27.21
Realistic 49 8 663 750 12.6 14.26

Armaments

Main armament

Main article: M68 (105 mm)
105 mm M68 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Stock Full Expert Aced
Arcade 63 -10°/+20° ±180° Two-plane 21.40 29.65 36.00 39.81 42.35 8.70 7.71 7.11 6.70
Realistic 13.40 15.75 19.13 21.15 22.50

Ammunition

The M60A3 TTS has the same ammunition selection as the M1 Abrams. The M735 APFSDS and M456A2 HEAT-FS rounds come as stock choices, which is refreshing compared to the stock APDS on the M60A1 RISE. Of these two, M735 is better against most tank targets since it has much higher velocity, will not prematurely detonate on trees and fences, and will cut straight through opponents without decent composite armour. The HEAT-FS is useful for hull-breaking light targets like IFVs and SPAAs but is more difficult to aim and will struggle against opponents with any ERA and composite armour. The post-penetration damage is not any better, so only a few HEAT-FS rounds should be kept in reserve for use against light targets.

The unlockable M393A2 HESH round has potentially more post-penetration damage than the other options, however it has the worst ballistics, the lowest penetration, and is the most difficult to use as a result. For best results, it should be aimed at hull or turret sides and roofs, taking care not to hit ERA, composite armour, or spaced armour. Still, the HEAT-FS is much more user-friendly for taking out light targets. HESH might be helpful in the occasional unusual situation where a small portion of an enemy tank is exposed, but its crew members are not close enough to the line of fire to be damaged by the APFSDS or HEAT-FS. The final unlockable ammunition choice is the M774 APFSDS round, which costs 600 SL per shot and has all-round improved statistics from the M735 round. In particular, it enjoys significantly better angled penetration. If financial cost is not a factor, it should be the M60A3's ammo type of choice.

The M416 smoke shell is available too. Obviously, it is not good at damaging enemies, but it can be used to cover advances and blind entrenched targets.

Penetration statistics
Ammunition Type of
warhead
Penetration @ 0° Angle of Attack (mm)
10 m 100 m 500 m 1,000 m 1,500 m 2,000 m
M735 APFSDS 353 350 342 333 322 312
M393A2 HESH 127 127 127 127 127 127
M456A2 HEATFS 400 400 400 400 400 400
M774 APFSDS 357 355 347 338 328 319
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
Mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive Mass
(TNT equivalent) (g)
Ricochet
0% 50% 100%
M735 APFSDS 1,501 3.7 N/A N/A N/A 76° 77° 80°
M393A2 HESH 732 14.85 0.4 0.1 4,306 73° 77° 80°
M456A2 HEATFS 1,173 10.5 N/A 0.1 1,270 65° 72° 77°
M774 APFSDS 1,509 3.4 N/A N/A N/A 78° 80° 81°
Smoke shell characteristics
Ammunition Velocity
(m/s)
Projectile
Mass (kg)
Screen radius
(m)
Screen deploy time
(s)
Screen hold time
(s)
Explosive Mass
(TNT equivalent) (g)
M416 730 11.4 20 5 25 50

Ammo racks

Ammo racks of the M60A3 TTS
Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
Visual
discrepancy
63 50 (+13) 48 (+15) 27 (+36) 13 (+50) (+62) No

Ammo racks litter the interior of the M60A3 TTS. Avoid taking enough ammunition to fill the turret bustle ammo rack, this way penetrating shots to the turret are less likely to destroy the tank instantly. There is a considerable amount of ammunition in the turret basket, and there will always be ammunition stored on the sides of the driver since those are the first ammo racks to be filled. Emptying the turret and turret basket will increase survivability by a fair amount.

Machine guns

12.7 mm M85
Mount Capacity
(Belt capacity)
Rate of fire
(shots/minute)
Vertical
guidance
Horizontal
guidance
Pintle 900 (200) 625 -9°/+60° ±180°
7.62 mm M240
Mount Capacity
(Belt capacity)
Rate of fire
(shots/minute)
Vertical
guidance
Horizontal
guidance
Coaxial 5,950 (200) 750 N/A N/A

Usage in battles

The M60A3 TTS lacks the mobility to arrive first on the front lines or easily flank, but the unimpressive protection means that advancing steadily in the open is not a safe proposition either. It is best to follow teammates, stay close to cover, and take advantage of the thermal sight to scan for opponents. A quick glance through the gunner's scope can reveal hidden enemies from afar. The armour and mobility issues are less important if one can consistently catch targets off guard and shoot first, and if the rest of the team is causing a ruckus, all the better. Keep an eye out for flankers and avoid staying out of cover for long.

Thermal sights are very helpful and not quite ubiquitous at the M60A3's rank, but they are not uncommon either. IFVs like the Begleitpanzer 57, BMP-3, and Type 89 have them and can spot the M60A3 easily. Thankfully, these targets are more reliant on ATGMs for long distance combat, which are easier to avoid than APFSDS rounds. They will still pack a huge punch upon a successful hit, so do not stand still. The premium AMX-30 Super, Leopard A1A1 (L/44), and Type 74G all boast thermal sights and superior mobility, making them difficult targets indeed. The only real way to deal with them is to shoot first. It is also possible for the M60A3 TTS to encounter its cousins in the China tree, the M60A3 TTS (China) and CM11. The former does not have ERA and is even more vulnerable while the latter has even worse mobility in exchange for superior firepower; these three tanks all make easy targets for one another.

The MBT-70 currently shares a battle rating with the M60A3 TTS. They are very different tanks and can cover each other's weaknesses to some extent when used as a lineup; when high mobility and aggressive pushes are needed, the MBT-70 (or its devolved sibling, the XM-803) can be used, and when thermal sights and firepower are needed the M60A3 can pick up the slack. None of these options have very good armour, but few opponents at their rank do.

Modules

Tier Mobility Protection Firepower
I Tracks Parts Horizontal Drive M393A2
II Suspension Brake System FPE Adjustment of Fire M416 NVD
III Filters Crew Replenishment Elevation Mechanism Smoke grenade
IV Transmission Engine ESS Artillery Support M774 Laser rangefinder

Pros and cons

Pros:

  • Same ammo selection as the M1 Abrams
  • Stock M735 APFSDS round
  • Good quality thermal sight
  • ERA offers decent chemical protection
  • Has a laser rangefinder

Cons:

  • Not very mobile
  • Very low hp/t ratio means slower acceleration than competitors
  • Large target
  • Armour is virtually useless against APFSDS
  • ERA coverage has significant gaps
  • Turret ring, gun mantlet, and cupola are all notable weak spots

History

The M60

The M60 tank, a descendant of the Patton series of tanks, was the mainstay of US armoured forces for much of the Cold War. It saw much combat in various conflicts like the Yom Kippur War, Iran-Iraq War, and the Gulf War, performing well against Soviet contemporaries like the T-62. Several versions of the M60 were used by the US military, and the last of them was the M60A3.

M60A3

Development

During the 1970's there was a rapid advancement in anti-tank technology, and with the failure of the M60A2 program to produce a sufficient fighting vehicle an upgrade of the M60A1 series was necessary. In 1976, a program to do just that was initiated; the intention was to increase the turret armor and to modernize and improve the technological systems in the tank. The product of the program was the M60A3 tank, a significant improvement over the M60A1 series. Despite the improvement over the earlier M60 models, the M60A3 was viewed as a stop-gap measure, as the M1 Abrams was already being developed and was planned to enter service in 1981.

M60A3 Passive

This was the first model of the M60A3 series; it was known simply as the M60A3, but was also known as the M60A3 Passive in order to better distinguish it from the later M60A3 TTS. The M60A3 was based on the M60A1 RISE Passive tank, but with a number of upgrades for the turret - most notably changes to the armor and fire control system. The armor on the turret face was increased to 276 mm and the armor on the gun mantlet was changed to 330 mm. The M60A1 RISE Passive tanks uses a coincidence rangefinder and the mechanical M19 ballistic computer. The M60A3 received the M21 fire control system which includes an AN/VVS2 flash-lamp pumped ruby-laser rangefinder for the commander and gunner, solid-state M21E1 gun data computer, improved stabilization mechanism, improved electrical system, and an improved solid-state analog data card bus. The M10A2E3 ballistic drive is an electro-mechanical unit.The commander received an M36E1 passive periscope and the gunner received an M32E1 passive sight. The hydraulic fluid in the turret was changed to a type that was non-flammable. The M60A3 turret was mounted on the chassis of the M60A1 RISE Passive hull, with the same AVDS-1790-2D RISE engine and CD-850-6A transmission, with a Halon fire-suppression system. A total of 748 M60A3 Passive tanks were built, and all were later upgraded to the M60A3 TTS standard.

M60A3 TTS

The M60A3 TTS was an improved model of the earlier M60A3. The gunner received an AN/VSG2 Tank Thermal Sight (TTS), which was the only major improvement over the M60A3 Passive. 304 M60A3 TTS tanks were built (with production ending in 1983), 1,391 of the US Army M60A1 RISE tanks were converted to the M60A3 TTS standard by the Anniston Army Depot and Mainz Army Depot by 1990, and all 748 US Army M60A3 tanks were also upgraded to the TTS standard by 1984.

Production

In February of 1978, the first M60A3 tanks were finished at the Detroit Arsenal Tank Plant. The low-rate initial production run was completed at the DATP in October, which consisted of 296 M60A3 tanks; the tanks were first fielded by the US Army in May of 1979. Chrysler Defense was purchased by General Dynamics Land Division in 1982. In May 1983, production of the M60A3 ended with a total of 1,052 M60A3 and M60A3 TTS tanks built; 748 of the tanks were of the Passive version, and 304 were of the TTS version. At this time, the Detroit Tank Plant closed, and production of the M1 Abrams was at the Lima Tank Plant in Ohio. Despite this, the conversion of earlier M60 tanks to the M60A3/E60B standard was still occurring, specifically for other nations through the Foreign Military Sales program. The last M60A3 tanks were delivered through the FMS in May of 1986 to Israel, with a total of 3,268 tanks converted. The tanks upgraded for Israel were surplus US Army M60A1 RISE tanks. Earlier M60 tanks were also converted to the M60A3 TTS standard for the US Army. 1,391 of the US Army M60A1 RISE tanks were converted to the M60A3 TTS standard by the Anniston Army Depot and Mainz Army Depot by 1990, and all 748 US Army M60A3 tanks were also upgraded to the TTS standard by 1984.

Service and Export

The M60A3 eventually replaced all US Army M60A1 and M48A5 tanks (used by the National Guard until 1987) in service. But, the Marine Corps still used the M60A1 RISE tanks until the M60 was retired from front line service in 1991. The official full name of the M60A3 was Tank, Combat, Full Tracked: 105-mm Gun, M60A3. It was also known as the 105mm Gun Tank M60A3.

The M60 was designated as the E60 for export by the US Foreign Military Sales (FMS); the original M60 was designated as the E60, the M60A1 series was designated as the E60A, and the M60A3 series was designated as the E60B. The last M60A3 tanks were delivered through the FMS in May of 1986 to Israel, with a total of 3,268 tanks converted. Other nations including Italy, Austria, Greece, Morocco, and Taiwan upgraded their M60s to the M60A3 standard through FMS contracts with Raytheon and General Dynamics in the 1980's. In 1990, surplus M60A3/E60B tanks were sold to Oman, Bahrain, and Saudi Arabia.

Several companies offer or have offered upgrade packages for the M60A3, such as the Leonardo M60A3 (from Italy), the Raytheon M60A3 SLEP (from the US), the Magach series (from Israel), and the M60T Sabra series (developed by an Israeli company but used by Turkey). These attempt to increase the firepower and protection of the M60 to modern levels, often featuring 120 mm guns, add-on composite armour, and active protection systems. While the M60 is an old design, its cheap cost and room for upgrades will likely keep it in service for years to come, not unlike the Soviet T-54/55 series.

Media

Excellent additions to the article would be video guides, screenshots from the game, and photos.

See also

  • M60 (Family) - The family/history page for the M60.
  • M60 - The first version of the M60.
  • M60A1 RISE (P) - The version of the M60 directly preceding the M60A3 TTS in the US tech tree.
  • M60A3 TTS (Taiwan) - An M60A3 TTS in service with Taiwan, found in the Chinese tech tree.

External links

Paste links to sources and external resources, such as:

  • topic on the official game forum;
  • encyclopedia page on the tank;
  • other literature.


USA medium tanks
M2  M2
M3  M3 Lee · ▃Grant I
M4  M4 · Calliope · M4A1 · M4A1 (76) W · M4A2 · M4A2 (76) W · M4A3 (105) · M4A3 (76) W · M4/T26
M26 Pershing  T20 · T25 · M26 · M26 T99 · M26E1
M46/47/48 Patton  M46 · M46 "Tiger" · M47 · M48A1 · T54E1 · T54E2
M60  M60 · M60A1 (AOS) · M60A1 RISE (P) · M60A2 · M60A3 TTS · M728 CEV · 120S
MBT-70  MBT-70 · XM803
M1 Abrams  XM1 (Chrysler) · XM1 (GM)
  M1 Abrams · M1 KVT · IPM1
  M1A1 · M1A1 HC · M1A1 Click-Bait
  M1A2 Abrams · M1A2 SEP · M1A2 SEP V2
Other  T95E1
Australia  M1A1 AIM
Canada  M4A5
Israel  ▃Magach 3 (ERA) · ▃Merkava Mk.1 · ▃Merkava Mk.2B · ▃Merkava Mk.3D
Turkey  M60 AMBT