Difference between revisions of "Ammo racks"

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{{About
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| about = the Ammo Racks mechanic
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| usage = information on how to fill in an ammo racks table on the Wiki
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| link = How to add Ammo Rack information to vehicle pages{{!}}here
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}}
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=General=
 
=General=
Each ground vehicle has its ammunition stored in racks. Each vehicle has its individual rack configuration and each rack is carrying a specific number of shells. These racks can be seen in-game with X-Ray viewing mode (be sure to bind a key to 'Show the status of the vehicle modules' under Controls/Common Controls Tab/Basic Section).
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Each ground and naval vehicle has its ammunition stored in a series of racks. Each vehicle has its individual rack configuration and each rack carries a specific number of shells. These racks can be seen in-game with X-Ray viewing mode (be sure to bind a key to 'Common > Basic > X-ray (show vehicle modules)').
  
 
==Rack types==
 
==Rack types==
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'''Two piece ammunition'''
 
'''Two piece ammunition'''
Some high calibre cannon have two piece ammunition where projectiles and propellants are stored and loaded separately. Each piece has their own individual racks. These racks could synchronize depletion (for example [[Jagdpanzer VI Jagdtiger|Jagdtiger]]) or deplete independently of one another. (for example [[120 mm Gun Tank M103|M103]]).
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Some high calibre cannons have two piece ammunition where projectiles and propellants are stored and loaded separately. Each piece has their own individual racks. These racks can be depleted synchronously (for example in the [[Jagdtiger]]) or deplete independently of one another (for example in the [[M103]]).
  
 
'''Magazines and ammo boxes'''
 
'''Magazines and ammo boxes'''
Vehicles with automatic cannon have their ammunition stored in magazines, clips, belts and/or ammo boxes. In the loadout screen ammunition amount is selected in magazines. For example the [[Flakpanzer IV Ostwind|Ostwind]] can load up to 125 magazines instead of 1000 shells.
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Vehicles with automatic cannon(s) often have their ammunition stored in magazines, clips, belts and/or ammo boxes. In the loadout screen, ammunition amount is selected in magazines. For example, the [[Ostwind]] can load up to 125 magazines instead of 1000 shells.
  
'''Multi turret and multi cannon tanks'''
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'''Multi turret and multi cannon'''
Multi-turreted and multi-cannon vehicles (for example [[T-35]] or [[Heavy Tank M6A1|M6A1]]) have individual racks for each ammo type. Tanks like the [[Pz.Kpfw. Maus|Maus]] could also have three kinds of racks, 12.8 cm projectiles, 12.8 cm propellants and 7.5 cm shells.
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Multi-turreted and multi-cannon vehicles (for example [[T-35]] or [[M6A1]] or most naval vessels) have individual racks for each ammo type. Tanks like the [[Maus]] could also have three kinds of racks, 12.8 cm projectiles, 12.8 cm propellants and 7.5 cm shells.
  
 
'''Twin and Quad cannons'''
 
'''Twin and Quad cannons'''
Some SPAA's have twin and quad mounts for their main armament. Each of these cannon gets loaded separately. Since all of its guns are firing in more or less a synchronized manner, it may look like the cannon are loaded as one. For example, the [[Multiple Gun Motor Carriage M13|M13 MGC]] hold 2*200 rounds in its two machine guns, while the game shows it as 400 rounds loaded.
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Some SPAAs have twin and quad mounts for their main armament. Each of these cannons gets loaded separately. Since all of its guns are firing in more or less a synchronized manner, it may look like the cannon are loaded as one. For example, the [[M13 MGMC]] holds 2 x 200 rounds in its two machine guns, while the game shows it as 400 rounds loaded.
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'''Depth charges'''
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A single-piece ammunition released overboard, upon destruction it has a chance of exploding, much like other ammunition types.
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'''Torpedoes'''
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While being a relatively large target onboard most of the vessels, torpedoes have comparatively low chance of explosion upon destruction.
  
==Rack depleting==
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==Rack depletion==
Racks vanish once all shells in that rack are depleted. For example, a rack carrying 6 shells vanishes once all of its six shells are depleted. However, see "Visual Discrepancy" below. The order in which the racks are depleted and vanish are hardcoded and can't be changed.
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Racks vanish once all shells in that rack are depleted. Some vehicles have their shells modeled individually, meaning that the shells disappear from the rack as they are fired, while others may have racks modeled as a whole (for example, a rack containing 6 shells only vanishes once all of its six shells are depleted). However, see "Visual Discrepancy" below. The order in which the racks are filled and depleted does not change no matter how many shells are available (the exception being first-stage ammo racks, which will always deplete first if available, and will refill from the other ammo racks after an extended break in firing). A depleted rack or vanished shell cannot cause an ammo rack detonation, so care should be taken in choosing the number of shells to equip into battle to maximise the survivability of the vehicle (see [[#Optimized ammo rack loadout]]).
  
 
==Shell types==
 
==Shell types==
Ammo racks are shared for all shell types loaded. It doesn't matter which shells are used first, the racks will always depleting in a given order (assuming the ammunition is all fired from one cannon).
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Ammo racks are shared for all shell types loaded. It doesn't matter which shells are used first, the racks will always deplete in a given order (assuming the ammunition is all fired from one cannon).
  
 
==Visual discrepancy==
 
==Visual discrepancy==
Currently, (Stand: 1.65 ) most tanks have a visual discrepancy of how many shells each rack contains. This may change in future patches, however the x-ray function is considered "for immersion" only, and is not intended to be dynamically accurate. See <ref>https://forum.warthunder.com/index.php?/topic/349683-sherman-ii-ammo-racks/ </ref>
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Some vehicles may carry a different number of shells in its racks than are visibly modeled in the X-Ray view. This is known as "Visual discrepancy", and can occur in both a vehicle as a whole (eg a vehicle visually contains 80 shells but in fact only carries 60 when fully equipped) or in individual racks (eg a rack looks to contain 5 shells but 8 must be fired for it to deplete). These cases should be reported via the appropriate bug-reporting channels on the [https://forum.warthunder.com/index.php?/forum/655-bug-reports/ Official War Thunder Forums]. Note that racks being modeled as a whole instead of individually is NOT visual discrepancy, and should not be reported or marked as such.
  
 
=Optimized ammo rack loadout=
 
=Optimized ammo rack loadout=
The fastest way to get destroyed in War Thunder Ground Forces is by the detonation of your ammunition. A way to increase survivability is to reduce the number of shells loaded on the tank. Survivability is not guaranteed while shells are stored in bundles, distributed all around the tank in different locations. These racks can be seen with x-ray view, and are consumed one by one (rack by rack, not shell by shell) when all shells in the rack are fired. Once a rack is gone/depleted, it cannot explode anymore, thereby decreasing the chance of getting 'ammo racked'.
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The fastest way to get destroyed in tank battles is by detonation of the ammunition. Therefore, a good way to increase survivability is to reduce the number of shells loaded on the tank. Survivability is greatly reduced while shells are stored in bundles, distributed all around the tank in different locations. These racks can be seen with x-ray view, and are consumed while firing, rack-by-rack or shell-by-shell depending on the vehicle. Once a rack/shell is depleted, it cannot explode anymore, thereby decreasing the chance of getting 'ammo racked'.
  
Being 'ammo racked' is the situation in which a group of ammunition takes damage from enemy fire (gets shot by another tank) and causes the explosive mass in the ammunition to detonate. Any time ammunition inside the tank is detonated, it causes catastrophic damage to the tank.  
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Being 'ammo racked' is the situation in which a group of ammunition takes damage from enemy fire (gets shot by another tank) and causes the explosive mass in the ammunition to detonate. Any time ammunition inside the tank is detonated, it causes catastrophic damage to the tank.
  
Each tank has a different ammo rack setup and therefore, there is no universal rule on how much a lower ammo count increases survivability. Ammo racks in the turret are much more susceptible to being shot, but there is no guarantee that the ammo rack in the turret is the first to be expended.
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Each tank has a different ammo rack setup and therefore, there is no universal rule on how much a lower ammo count increases survivability. Ammo racks in the turret are much more susceptible to being shot, but there is no guarantee that the ammo rack in the turret is the first to be expended.
  
 
===Loadout screen===
 
===Loadout screen===
The loadout screen shows the number of unloaded shells in brackets. The number remaining to be loaded are a total of the max, and not per shell type.
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The loadout screen shows the number of unloaded shells in brackets. The number remaining to be loaded are a total of the maximum available, and not per shell type.
  
Use this to gauge how much ammunition and how much of each type to bring when considering the number of ammo racks filled and survivability.
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Use this to gauge how much ammunition and how much of each type to bring when considering the number of ammo racks filled and survivability. Loading too little shells may result in you running out of ammunition in the heat of battle, while cramming as many shells in as possible increases the chance of an ammo explosion. Ammunition can be reloaded at any capture zone controlled by your team.
  
 
[[File:Ammoracks Loadout screen example.png|none|429px|frame|alt=Alt text|Example for the loadout screen for the '''M18 GMC'''; Loaded shells: ''(28+0+7+2=)'' '''37''', Maximum shells: '''45''', unused: '''(+8)''']]
 
[[File:Ammoracks Loadout screen example.png|none|429px|frame|alt=Alt text|Example for the loadout screen for the '''M18 GMC'''; Loaded shells: ''(28+0+7+2=)'' '''37''', Maximum shells: '''45''', unused: '''(+8)''']]
  
=How to read the ammo rack tables=
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= Media =
The tables show the following information for each tank:
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<!-- ''Excellent additions to the article would be video guides, screenshots from the game, and photos.'' -->
* '''Rank''' shows the rank of the vehicle.
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* [[:Category:Ammo racks]]
* '''BR''' shows the Arcade Battle Rating
 
* '''Type''' shows the tank types: '''LT''' - Light tank, '''MT''' - Medium tank, '''HT''' - Heavy tank, '''TD''' - Tank destroyer, '''AA''' - Anti Air vehicles
 
* '''Tank''' shows the name of the tank
 
** It also shows if the racks in its row are for the '''Main''' or '''Secondary''' weapon or if it is for '''Projectiles''' or '''Propellants'''
 
* '''Full ammo''' shows the maximum number of shells that can be loaded
 
* '''x'th rack empty''' shows the number of shells that can be loaded to have the listed rack be depleted (thereby removing it from the tank). For example, the US M2A4 can load a maximum of 103 shells and has three ammo racks. With loading only 69 shells, the first rack is removed.
 
** The numbers in the brackets are just there to help adjust the shell load in the loading screen. Read more about it in the next section.
 
** The number of racks per tank can be determined by the number of columns that tank has the table. Only very limited number of tanks have more then ten racks and are mentioned in the comments column.
 
* '''Visual discrepancy''' shows if there is a visual difference in X-Ray view of the number of shells per rack and the amount that the game counts.
 
* '''Recommendations''' shows a recommendation for a possible optimal loadout. Depending on your play-style, you may prefer more or fewer shells.
 
* '''Comments''' shows miscellaneous comments related to the tank, or its racks.
 
* '''Image''' shows a X-Ray image of the tank with the order in which racks are depleted.
 
 
 
===Stand===
 
Most of the data for the tables was collected on Version '''1.49.8.73''' and may change with future patches.
 
 
 
Last update: '''1.55.2.46'''
 
 
 
=Ammo rack tables=
 
  
=Additional information (links)=
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= See also =
Related forum thread: http://forum.warthunder.com/index.php?/topic/246940-ammo-racks/
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<!-- ''Links to the articles on the War Thunder Wiki that you think will be useful for the reader.'' -->
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* [[Tank ammunition]]
  
==References==
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= External links =
<references />
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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 subject;''
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* ''other literature.'' -->
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* [[wt:en/news/5375-development-first-order-ammo-racks-and-automatic-loaders-en|[Devblog] First-order ammo racks and automatic loaders]]
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* Related forum thread: http://forum.warthunder.com/index.php?/topic/246940-ammo-racks/
  
 
[[Category:Ammunition]]
 
[[Category:Ammunition]]

Revision as of 11:55, 19 October 2020

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

General

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

Rack types

Single piece ammunition Most tanks use single piece ammunition where projectiles and propellants are in one piece.

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

Magazines and ammo boxes Vehicles with automatic cannon(s) often have their ammunition stored in magazines, clips, belts and/or ammo boxes. In the loadout screen, ammunition amount is selected in magazines. For example, the Ostwind can load up to 125 magazines instead of 1000 shells.

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

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

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

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

Rack depletion

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

Shell types

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

Visual discrepancy

Some vehicles may carry a different number of shells in its racks than are visibly modeled in the X-Ray view. This is known as "Visual discrepancy", and can occur in both a vehicle as a whole (eg a vehicle visually contains 80 shells but in fact only carries 60 when fully equipped) or in individual racks (eg a rack looks to contain 5 shells but 8 must be fired for it to deplete). These cases should be reported via the appropriate bug-reporting channels on the Official War Thunder Forums. Note that racks being modeled as a whole instead of individually is NOT visual discrepancy, and should not be reported or marked as such.

Optimized ammo rack loadout

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

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

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

Loadout screen

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

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

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

Media

See also

External links