Difference between revisions of "Object 292"

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{{Specs-Tank-Armour}}
 
{{Specs-Tank-Armour}}
 
<!-- ''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.'' -->
 
<!-- ''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.'' -->
If players do not recall the chassis and design of Object 292, the engine sound will certain gives it away; in this case, the chassis is T-80BV without its Kontakt-1 ERA blocks while the turret is from T-80U without the Kontakt-5 ERA blocks. It can be said that Object 292 is somewhat a T-80U with T-80BV's composite armor layout (T-80U has a revised composite armor based on T-80BV's design), but the lack of Kontakt-5 also means it only has the base armor at around 550 mm KE; the turret is another story though, since it used a revised T-80U turret, it will have better protection than T-80B series thanks to the new composite armor layout with high protection; this also leads to redesign of mantle thus it has much smaller area than conventional designs, the area around the gun can go up to 500 mm KE protection, making it much harder for lower-tier tanks to penetrate the turret. Be careful for lucky shots on the mantle around the barrel as it can also lead to disablement of the turret system or sometimes quick knock-out to the turret crews.
 
  
The overall internal layout is very similar to most Warsaw-Pact/Chinese MBTs with a carousel autoloader located at the center mass of the vehicle, but instead of having the projectile laying below the propellent like the 6eTS series autoloader on T-64/80 series, the autoloader only consists of the projectile itself and the propellent is located behind the turret instead with rammer, this in turn slows the reload rate to 10 seconds per round; the three-men crew is also retained on Object 292 with identical layout to T-80 series - thus any penetrated shots up front will very likely disable the driver at the first place, then causing fatal damage to the turret crews by both the projectile and shrapnel; to make matters worse, if players decided to bring full-load at 30 rounds, there will be 14 spare propellent located exactly behind the autoloader on the chassis. It is never a good idea to turn Object 292 into a gas-turbine-driven mobile firework launcher.
+
If players do not recall the chassis and design of Object 292, the engine sound will certain gives it away; in this case, the chassis is T-80BV without its Kontakt-1 ERA blocks while the turret is from T-80U without the Kontakt-5 ERA blocks. It can be said that Object 292's hull is somewhat like a T-80U with T-80BV's composite armor layout (T-80U has a revised composite armor based on T-80BV's design), but the lack of Kontakt-5 also means its ufp only has the base armor at around 550 mm KE. The armour efficiency of UFP is quite inconsistent, reducing the closer the hit came to the driver viewport or the LFP. The LFP isn't going to stop anything, much like with the majority of SU medium tanks.
 +
 
 +
the turret is another story though, since it used a revised T-80U turret, it will have better protection than T-80B series thanks to the new composite armor layout with high protection; this also leads to redesign of mantle thus it has much smaller area than conventional designs, the area around the gun can go up to 500 mm KE protection, making it much harder for lower-tier tanks to penetrate the turret. Commander should be careful for lucky shots on the mantle around the barrel as it can also lead to disablement of the turret system or sometimes quick knock-out to the turret crews. The shields on the sides of the turret can block HEAT-FS completely.
 +
 
 +
Turret has multiple of weaknesses ranging from understandable to weird. Anything above turret shields is vulnerable to direct APFSDS hits (causing the dart to hit at least one crew member and possibly the turret ammo rack) and HESH, with random parts of the roof causing the entire tank to implode when hit by any amount of overpressure damage. Bottom of gun mantlet sides right under the gun have 0 to 1 RHA protection, causing the tank to implode when hit by exposives. Whether it's a bug or a feature is not known, but it makes the tank very easy to parry.
 +
 
 +
The overall internal layout is very similar to most Warsaw-Pact/Chinese MBTs with a carousel autoloader located at the center mass of the vehicle, but instead of having the projectile laying below the propellent like the 6eTS series autoloader on T-64/80 series, the autoloader only consists of the projectile itself and the propellent is located either behind the turret instead (separately from the crew), or behind the carousel if it cannot fit into the autoloader, this in turn slows the reload rate to 10 seconds per round, but allows the tank to survive some ammo rack hits.
 +
 
 +
The fuel tanks unfortunately negate all the effort to move critical modules into less vulnerable positions, as fuel tanks explode hard enough to destroy the tank, all the same with any SU MBT, so letting enemies hit the hull, particularly LFP, is still a bad idea. The three-men crew is also retained on Object 292 with identical layout to T-80 series - thus any penetrated shots up front that didn't detonate the fuel will very likely disable the driver at the first place, then cause fatal damage to the turret crews by both the projectile and shrapnel; to make matters worse, if players decided to bring full-load at 30 rounds, there will be 14 spare propellent located exactly behind the autoloader carousel on the chassis. It is never a good idea to turn Object 292 into a gas-turbine-driven mobile firework launcher, so either the tank needs to dig some cover for its LFP with the dozer blade or try to find at least some kind of solid cover for its hull.
 +
 
 +
As a last note, the tank doesn't have smoke grenades, only ESS. ESS allows to break automatic trackers of helicopters, but it will not prevent thermal gunner scopes from seeing the tank, and every tank and most aircraft at its rank have one, so it won't really help. It can make things worse, even, as Object 292 doesn't even have thermal scope itself. The tank itself isn't shining extremely bright in thermal sights, at least from the front, but if it will be blinded by its own smoke it will be an easy target for anything.
  
 
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
 
'''Armour type:''' <!-- The types of armour present on the vehicle and their general locations -->
Line 43: Line 52:
 
{{Specs-Tank-Mobility}}
 
{{Specs-Tank-Mobility}}
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
 
<!-- ''Write about the mobility of the ground vehicle. Estimate the specific power and manoeuvrability, as well as the maximum speed forwards and backwards.'' -->
To boost the tank with its larger gun, the engine is upgraded from the original Klimov GTD-1000 to the GTD-1250 used on T-80U series; thus it will have enhanced mobility than a conventional T-80BV while players still have to be careful not to over-extend since the relative-slow reverse speed for Soviet tanks still haunts Object 292.
+
To boost the tank with its larger gun, the engine is upgraded from the original Klimov GTD-1000 to the GTD-1250 used on T-80U series; thus it will have enhanced mobility than a conventional T-80BV while players still have to be careful not to over-extend since the relative-slow reverse speed for Soviet tanks still haunts Object 292. The speed is not terrible, but some NATO medium tanks will be faster to positions due to the same or better acceleration.
 
{{tankMobility|abMinHp=1,705|rbMinHp=973}}
 
{{tankMobility|abMinHp=1,705|rbMinHp=973}}
  
Line 54: Line 63:
 
{{Specs-Tank-Weapon|1}}
 
{{Specs-Tank-Weapon|1}}
 
<!-- ''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.'' -->
 
<!-- ''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|LP-83 (152 mm)}}To engage and destroy NATO MBTs from the longest possible distance with a single shot, Soviet engineers came up with their ultimate solution: instead for opting missiles or 125 mm gun with longer barrel, they decided to opt of enlarging the caliber to 152.4 mm which is still currently the '''largest smoothbore cannon''' ''(aside from 2A83 on Object 195 with identical caliber)'' both in-game and reality. Although the installation of such a huge cannon into T-80U's turret is not a major problem and it could retain identical, relatively slow turret traverse speed for Soviet-era MBTs, the tank also replaced the 6eTS series autoloader into an unique design specifically for this very cannon, thus the reload rate was drastically decreased to 10 seconds per shot (consecutive shots without changing type of ammunition) - the firepower itself is fearsome indeed with only very few MBT can survive a shot onto their UFP, but missed shots are also likely to be the end of Object 292 as enemies could fire up to 2 shots during the 10 seconds reload.
+
{{main|LP-83 (152 mm)}}To engage and destroy NATO MBTs from the longest possible distance with a single shot, Soviet engineers came up with their ultimate solution: instead for opting missiles or 125 mm gun with longer barrel, they decided to opt of enlarging the caliber to 152.4 mm which is still currently the '''largest smoothbore cannon''' ''(aside from 2A83 on Object 195 with identical caliber)'' both in-game and reality.  
 +
 
 +
Although the installation of such a huge cannon into T-80U's turret is not a major problem and it could retain identical, relatively slow turret traverse speed for Soviet-era MBTs, the tank also replaced the 6eTS series autoloader into an unique design specifically for this very cannon, thus the reload rate was drastically decreased to 10 seconds per shot (consecutive shots without changing type of ammunition) - the firepower itself is fearsome indeed, eclipsing even [[Ariete AMV]], with only very few MBT being able to survive a shot onto their UFP, but missed shots are also likely to be the end of Object 292 as many enemies could fire up to 2 shots during the 10 seconds reload.
 +
 
 +
As already mentioned, the tank doesn't have thermal sights, so it is required to look for enemies very carefully. While the shells can turn most tanks into scrap with anything suggesting a direct hit, the commander has to own it by being vigilant and avoiding panic shots. Due to the shell velocity, aiming shots by hand is easy even at extreme distances, but the tank has laser rangefinder anyway, just in case.  
  
 
{| class="wikitable" style="text-align:center" width="100%"
 
{| class="wikitable" style="text-align:center" width="100%"
Line 74: Line 87:
 
==== Ammunition ====
 
==== Ammunition ====
 
{{:LP-83 (152 mm)/Ammunition|152 mm APFSDS, 152 mm HE}}
 
{{:LP-83 (152 mm)/Ammunition|152 mm APFSDS, 152 mm HE}}
 +
 +
The shells of the tank are extremely lethal and give the best in the world of kinetic and chemical shells, respectively.
 +
 +
The APFSDS has shell velocity of 1980 m/s and penetration of 401 mm at 60 degrees. Since the shell weights 7 kg, even a glancing penetration is going to take a life or utterly obliterate some module, whether its by dart itself or the shrapnel it creates. Any hit aimed vaguely in the direction of enemy ammo rack will destroy the target with practically no chance of survival. It's even worse than being hit by heaviest tandem ATGM, as other tanks (including already dead ones) and modules can't stop the penetrator, leaving literally no chance of survival and sometimes resulting in collateral hits.
 +
 +
The HE isn't as overwhelmingly powerful and doesn't have special features like the proximity fuse, but it nonetheless flies at 920 m/s and does same overpressure damage as heaviest artillery tanks. It could even penetrate and destroy Challenger 2 series through the driver port, something other tanks can't even dream of doing, so HE can be fired at the turret neck of virtually any tank and in 90% of the cases have the target destroyed, and in the other 10% cases have enemy gun barrel completely ruined.
  
 
==== [[Ammo racks]] ====
 
==== [[Ammo racks]] ====
Line 102: Line 121:
 
'''Pros:'''  
 
'''Pros:'''  
  
* 152mm main gun enables this tank to engage targets from long distances
+
* 152mm main gun enables this tank to engage targets from long distances and the damage is nearly impossible to survive in case of a critical hit
* Blow out panels help survivability (beware that the blow out panels are only for the charge storage)
+
* Autoloader configuration and blow out panel help with survivability (beware that the blow out panel is only for the first-stage charge storage)
* The gun can penetrate nearly all other tanks armour it can meet 
 
  
 
'''Cons:'''
 
'''Cons:'''
  
* The armor is lacking
+
* Despite efforts to improve its armour its weakspots remain the same with all SU tanks - LFP and fuel tanks or the turret crew
 +
** Also has weird frontal weakspots, which are targetable by HESH/HE/ATGM
 +
* No smoke grenades, so losing attention of aircraft is difficult
 +
* No thermal sight while everyone at the rank has one, ESS is not very useful at this point as a consequence as well
 +
* Only three crew members
 +
* Longer reload than opponents which cannot be reduced (may be a pro in AB)
 
* No coaxial machine gun
 
* No coaxial machine gun
* Only three crew members
 
* Long reload
 
  
 
== History ==
 
== History ==

Revision as of 19:24, 16 February 2024

Rank VI USSR | Premium | Golden Eagles
Su-25K Pack
Object 292
ussr_object_292.png
GarageImage Object 292.jpg
Object 292
AB RB SB
10.7 10.7 10.7
Class:
Show in game

Description

The Object 292 was the among one of the most ambitious attempt at the final days of Soviet Union as the next-generation tank cannon testbed; Kirov Plant and Mobile Vehicle Engineering Institute planned to introduce the very high-caliber smoothbore cannon for Soviet MBT to disable NATO MBTs at longest possible distance, instead of the conventional 125 mm or slightly larger 130 mm which were still common calibers in Warsaw-Pact countries, engineers built the largest smoothbore tank cannon ever to present date - 152.4 mm LP-83 cannon and mounted it onto a hybrid between T-80BV and T-80U's turret. Due to the lack of funding by the last days of Soviet Union, although the cannon was proved effective during field tests, the prototype was eventually ditched with experiences would be further used on future MBT prototypes.

Object 292 is a reward for the 2024 Call of the Dragon event during Update "Air Superiority". Players might feel deja vu when they first see the vehicle itself, although it looks like a T-80U without ERA packages, but the lack of any anti-aircraft machine gun and the much larger cannon gives its identity away. It might not have the best possible armor at its tier, but the sheer penetration and damage from this monstrous 152 mm cannon can end the service of most if not all MBTs it might ever face; be sure to make every shot counts as a missed/ineffective shot marks the death sentence of Object 292.

General info

Survivability and armour

Composite armour
Balanced protection against all types of ammunition
ESS
Creation of a smoke screen in the direction of movement of the vehicle
Self-entrenching equipment
Creation of ramparts and trenches in soft ground
Armourfront / side / back
Hull150 / 85 / 45
Turret140 / 110 / 65
Crew3 people
Visibility74 %

If players do not recall the chassis and design of Object 292, the engine sound will certain gives it away; in this case, the chassis is T-80BV without its Kontakt-1 ERA blocks while the turret is from T-80U without the Kontakt-5 ERA blocks. It can be said that Object 292's hull is somewhat like a T-80U with T-80BV's composite armor layout (T-80U has a revised composite armor based on T-80BV's design), but the lack of Kontakt-5 also means its ufp only has the base armor at around 550 mm KE. The armour efficiency of UFP is quite inconsistent, reducing the closer the hit came to the driver viewport or the LFP. The LFP isn't going to stop anything, much like with the majority of SU medium tanks.

the turret is another story though, since it used a revised T-80U turret, it will have better protection than T-80B series thanks to the new composite armor layout with high protection; this also leads to redesign of mantle thus it has much smaller area than conventional designs, the area around the gun can go up to 500 mm KE protection, making it much harder for lower-tier tanks to penetrate the turret. Commander should be careful for lucky shots on the mantle around the barrel as it can also lead to disablement of the turret system or sometimes quick knock-out to the turret crews. The shields on the sides of the turret can block HEAT-FS completely.

Turret has multiple of weaknesses ranging from understandable to weird. Anything above turret shields is vulnerable to direct APFSDS hits (causing the dart to hit at least one crew member and possibly the turret ammo rack) and HESH, with random parts of the roof causing the entire tank to implode when hit by any amount of overpressure damage. Bottom of gun mantlet sides right under the gun have 0 to 1 RHA protection, causing the tank to implode when hit by exposives. Whether it's a bug or a feature is not known, but it makes the tank very easy to parry.

The overall internal layout is very similar to most Warsaw-Pact/Chinese MBTs with a carousel autoloader located at the center mass of the vehicle, but instead of having the projectile laying below the propellent like the 6eTS series autoloader on T-64/80 series, the autoloader only consists of the projectile itself and the propellent is located either behind the turret instead (separately from the crew), or behind the carousel if it cannot fit into the autoloader, this in turn slows the reload rate to 10 seconds per round, but allows the tank to survive some ammo rack hits.

The fuel tanks unfortunately negate all the effort to move critical modules into less vulnerable positions, as fuel tanks explode hard enough to destroy the tank, all the same with any SU MBT, so letting enemies hit the hull, particularly LFP, is still a bad idea. The three-men crew is also retained on Object 292 with identical layout to T-80 series - thus any penetrated shots up front that didn't detonate the fuel will very likely disable the driver at the first place, then cause fatal damage to the turret crews by both the projectile and shrapnel; to make matters worse, if players decided to bring full-load at 30 rounds, there will be 14 spare propellent located exactly behind the autoloader carousel on the chassis. It is never a good idea to turn Object 292 into a gas-turbine-driven mobile firework launcher, so either the tank needs to dig some cover for its LFP with the dozer blade or try to find at least some kind of solid cover for its hull.

As a last note, the tank doesn't have smoke grenades, only ESS. ESS allows to break automatic trackers of helicopters, but it will not prevent thermal gunner scopes from seeing the tank, and every tank and most aircraft at its rank have one, so it won't really help. It can make things worse, even, as Object 292 doesn't even have thermal scope itself. The tank itself isn't shining extremely bright in thermal sights, at least from the front, but if it will be blinded by its own smoke it will be an easy target for anything.

Armour type:

Armour Front (Slope angle) Sides Rear Roof
Hull 260 mm (69°) 55 - 70 - 80 mm Top
20 (32°) [+ 20 mm] Bottom
10-20-50 mm 30 - 20 mm
Turret ~250 - ~550 - ~1000 mm (Variable thickness) + 495mm (Composite) Turret front
~130 - ~250 - ~1000mm (Variable thickness) mm Gun mantlet
~650 - ~400 - ~160 mm (Variable thickness) + 495mm - 265 mm (Composite) Turret

45 mm (0°) Ammo Rack

45 (0°) - 45 (78°) mm 45 mm - ~500 (Variable thickness + composite) mm Turret

30 - 45 mm Ammo Rack

Cupola 45 mm (35 - 43°) 45 mm (35°) 45 mm (30°) 45 mm

Notes:

Mobility

Speedforward / back
AB78 / 13 km/h
RB and SB70 / 11 km/h
Number of gears9 forward
1 back
Weight46.0 t
Engine power
AB2 099 hp
RB and SB1 100 hp
Power-to-weight ratio
AB45.6 hp/t
RB and SB23.9 hp/t

To boost the tank with its larger gun, the engine is upgraded from the original Klimov GTD-1000 to the GTD-1250 used on T-80U series; thus it will have enhanced mobility than a conventional T-80BV while players still have to be careful not to over-extend since the relative-slow reverse speed for Soviet tanks still haunts Object 292. The speed is not terrible, but some NATO medium tanks will be faster to positions due to the same or better acceleration.

Game Mode Max Speed (km/h) Weight (tons) Engine power (horsepower) Power-to-weight ratio (hp/ton)
Forward Reverse Stock Upgraded Stock Upgraded
Arcade 78 13 46 1,705 2,099 37.07 45.63
Realistic 70 11 973 1,100 21.15 23.91

Modifications and economy

Repair costBasic → Reference
AB4 636 → 6 615 Sl icon.png
RB4 492 → 6 410 Sl icon.png
SB5 250 → 7 491 Sl icon.png
Total cost of modifications208 300 Rp icon.png
350 000 Sl icon.png
Talisman cost2 800 Ge icon.png
Crew training200 000 Sl icon.png
Experts710 000 Sl icon.png
Aces2 100 Ge icon.png
Research Aces1 080 000 Rp icon.png
Reward for battleAB / RB / SB
150 / 200 / 250 % Sl icon.png
232 / 232 / 232 % Rp icon.png
Modifications
Mobility Protection Firepower
Mods new tank traks.png
Tracks
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
290 Ge icon.png
Mods new tank suspension.png
Suspension
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
260 Ge icon.png
Mods new tank break.png
Brake System
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
260 Ge icon.png
Mods new tank filter.png
Filters
Research:
19 000 Rp icon.png
Cost:
30 000 Sl icon.png
500 Ge icon.png
Mods new tank transmission.png
Transmission
Research:
18 000 Rp icon.png
Cost:
28 000 Sl icon.png
480 Ge icon.png
Mods new tank engine.png
Engine
Research:
18 000 Rp icon.png
Cost:
28 000 Sl icon.png
480 Ge icon.png
Mods tank tool kit.png
Improved Parts
Research:
3 300 Rp icon.png
Cost:
17 000 Sl icon.png
290 Ge icon.png
Mods dozer blade.png
Dozer Blade
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
290 Ge icon.png
Mods extinguisher.png
Improved FPE
Research:
3 000 Rp icon.png
Cost:
16 000 Sl icon.png
260 Ge icon.png
Mods tank reinforcement ussr.png
Crew Replenishment
Research:
19 000 Rp icon.png
Cost:
30 000 Sl icon.png
500 Ge icon.png
Mods engine smoke screen system.png
ESS
Research:
18 000 Rp icon.png
Cost:
28 000 Sl icon.png
480 Ge icon.png
Mods new tank horizontal aiming.png
Horizontal Drive
Research:
11 000 Rp icon.png
Cost:
17 000 Sl icon.png
290 Ge icon.png
Mods tank cannon.png
Adjustment of Fire
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
260 Ge icon.png
Mods tank laser rangefinder.png
Laser rangefinder
Research:
10 000 Rp icon.png
Cost:
16 000 Sl icon.png
260 Ge icon.png
Mods new tank vertical aiming.png
Elevation Mechanism
Research:
19 000 Rp icon.png
Cost:
30 000 Sl icon.png
500 Ge icon.png
Mods art support.png
Artillery Support
Research:
18 000 Rp icon.png
Cost:
28 000 Sl icon.png
480 Ge icon.png

Armaments

Laser rangefinder
Reduces the error and increases the maximum measurable distance of the rangefinder

Main armament

152 mm LP-83 cannon
Two-plane stabilizer
Reduces the swing of the gun in two planes while moving
Autoloader
Automatically feeds projectiles into the breech. The speed does not depend on the skills of the loader
Ammunition30 rounds
First-order16 rounds
Reload10.0 s
Vertical guidance-5° / 15°
Main article: LP-83 (152 mm)
To engage and destroy NATO MBTs from the longest possible distance with a single shot, Soviet engineers came up with their ultimate solution: instead for opting missiles or 125 mm gun with longer barrel, they decided to opt of enlarging the caliber to 152.4 mm which is still currently the largest smoothbore cannon (aside from 2A83 on Object 195 with identical caliber) both in-game and reality.

Although the installation of such a huge cannon into T-80U's turret is not a major problem and it could retain identical, relatively slow turret traverse speed for Soviet-era MBTs, the tank also replaced the 6eTS series autoloader into an unique design specifically for this very cannon, thus the reload rate was drastically decreased to 10 seconds per shot (consecutive shots without changing type of ammunition) - the firepower itself is fearsome indeed, eclipsing even Ariete AMV, with only very few MBT being able to survive a shot onto their UFP, but missed shots are also likely to be the end of Object 292 as many enemies could fire up to 2 shots during the 10 seconds reload.

As already mentioned, the tank doesn't have thermal sights, so it is required to look for enemies very carefully. While the shells can turn most tanks into scrap with anything suggesting a direct hit, the commander has to own it by being vigilant and avoiding panic shots. Due to the shell velocity, aiming shots by hand is easy even at extreme distances, but the tank has laser rangefinder anyway, just in case.

152 mm LP-83 Turret rotation speed (°/s) Reloading rate (seconds)
Mode Capacity Vertical Horizontal Stabilizer Stock Upgraded Full Expert Aced Autoloader
Arcade 30 -5°/+15° ±180° Two-plane 22.8 31.6 38.4 42.5 45.2 10.00
Realistic 14.3 16.8 20.4 22.6 24.0

Ammunition

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
152 mm APFSDS APFSDS 695 693 687 680 673 665
152 mm HE HE 61 61 61 61 61 61
Shell details
Ammunition Type of
warhead
Velocity
(m/s)
Projectile
mass (kg)
Fuse delay
(m)
Fuse sensitivity
(mm)
Explosive mass
(TNT equivalent) (kg)
Ricochet
0% 50% 100%
152 mm APFSDS APFSDS 1,980 7 - - - 78° 80° 81°
152 mm HE HE 920 45.9 0.3 0.1 8.62 79° 80° 81°

The shells of the tank are extremely lethal and give the best in the world of kinetic and chemical shells, respectively.

The APFSDS has shell velocity of 1980 m/s and penetration of 401 mm at 60 degrees. Since the shell weights 7 kg, even a glancing penetration is going to take a life or utterly obliterate some module, whether its by dart itself or the shrapnel it creates. Any hit aimed vaguely in the direction of enemy ammo rack will destroy the target with practically no chance of survival. It's even worse than being hit by heaviest tandem ATGM, as other tanks (including already dead ones) and modules can't stop the penetrator, leaving literally no chance of survival and sometimes resulting in collateral hits.

The HE isn't as overwhelmingly powerful and doesn't have special features like the proximity fuse, but it nonetheless flies at 920 m/s and does same overpressure damage as heaviest artillery tanks. It could even penetrate and destroy Challenger 2 series through the driver port, something other tanks can't even dream of doing, so HE can be fired at the turret neck of virtually any tank and in 90% of the cases have the target destroyed, and in the other 10% cases have enemy gun barrel completely ruined.

Ammo racks

Full
ammo
1st
rack empty
2nd
rack empty
3rd
rack empty
4th
rack empty
5th
rack empty
6th
rack empty
Visual
discrepancy
30 __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __ (+__) __

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).

Pros and cons

Pros:

  • 152mm main gun enables this tank to engage targets from long distances and the damage is nearly impossible to survive in case of a critical hit
  • Autoloader configuration and blow out panel help with survivability (beware that the blow out panel is only for the first-stage charge storage)

Cons:

  • Despite efforts to improve its armour its weakspots remain the same with all SU tanks - LFP and fuel tanks or the turret crew
    • Also has weird frontal weakspots, which are targetable by HESH/HE/ATGM
  • No smoke grenades, so losing attention of aircraft is difficult
  • No thermal sight while everyone at the rank has one, ESS is not very useful at this point as a consequence as well
  • Only three crew members
  • Longer reload than opponents which cannot be reduced (may be a pro in AB)
  • No coaxial machine gun

History

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: https://wiki.warthunder.com/(Vehicle-name)/History) and add a link to it here using the main template. Be sure to reference text and sources by using <ref></ref>, as well as adding them at the end of the article with <references />. This section may also include the vehicle's dev blog entry (if applicable) and the in-game encyclopedia description (under === In-game description ===, also if applicable).

Media

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

See also

Links to the articles on the War Thunder Wiki that you think will be useful for the reader, for example:

  • reference to the series of the vehicles;
  • links to approximate analogues of other nations and research trees.

External links


USSR medium tanks
T-28  T-28 (1938) · T-28 · T-28E
T-34-76  T-34 (Prototype) · T-34 (1940) · T-34 (1941) · T-34 (1st Gv.T.Br.) · T-34 (1942) · T-34E STZ · T-34E
T-34-57  T-34-57 · T-34-57 (1943)
T-34-85  T-34-85 (D-5T) · T-34-85 · T-34-85E
T-34-100  T-34-100
T-44  T-44 · T-44-100 · T-44-122
T-54  T-54 (1947) · T-54 (1949) · T-54 (1951)
T-55  TO-55 · T-55A · T-55AM-1 · T-55AMD-1
T-62  T-62 · T-62M-1
T-64  Object 435 · T-64A (1971) · T-64B
T-72  T-72A · T-72AV (TURMS-T) · T-72B · T-72B (1989) · T-72B3 · T-72M2 Moderna
T-80  T-80B · T-80U · T-80UD · T-80UK · T-80UM2 · Т-80U-Е1 · T-80BVM · Object 292
T-90  Т-90А · T-90M
Trophies/Lend-Lease 
Germany  ▂T-III · ▂T-V
Great Britain  ▂МК-IX "Valentine"
USA  ▂M3 Medium · ▂M4A2