CTSFD

Spall and Post-Penetration

Work in progress

This wiki is still being written. Pages are incomplete, numbers may change, and some mechanics are not covered yet.

A penetrating hit sprays a cone of fragments through the inside of the vehicle. Fragment count, cone width and fragment penetration all scale off how much penetration survived the plate.

Residual energy

Spall is generated on every successful penetration into a vehicle, and almost everything about it scales off how much penetration survived the plate. That surplus is expressed as a residual fraction rr, which is turned into a scale factor srs_r.

r=clamp ⁣(PleftPrated,0,1),sr=0.5+rr = \operatorname{clamp}\!\left(\dfrac{P_{\text{left}}}{P_{\text{rated}}},\,0,\,1\right), \qquad s_r = 0.5 + r
A round that barely squeezed through scales at 0.5, a clean punch with full penetration left scales at 1.5.

Key idea

Overkill penetration is never wasted. It comes back as a denser, harder hitting fragment cone.

Fragment count

Chemical and kinetic rounds count fragments differently. A chemical jet counts off calibre alone, while a kinetic round counts off how much plate it actually punched through, so a thicker plate ejects more material.

Nchem=clamp ⁣(((C30)2+13)sr, 10, 104)N_{\text{chem}} = \left\lfloor \operatorname{clamp}\!\left(\left(\left(\tfrac{C}{30}\right)^{2} + 13\right) s_r,\ 10,\ 10^{4}\right)\right\rfloor
HEAT and chemical ATGM.
Nkin=clamp ⁣(tLOS54.9m(C20)2sr+5, 20, 104)N_{\text{kin}} = \left\lfloor \operatorname{clamp}\!\left(\dfrac{t_{LOS}}{54.9\,m}\left(\tfrac{C}{20}\right)^{2} s_r + 5,\ 20,\ 10^{4}\right)\right\rfloor
t_LOS is the line of sight thickness in mm. The 54.9 mm constant is 70 over 357 studs expressed in millimetres.

Cone half-angle

All families share one curve and differ only by a coefficient kk. The cone is driven by calibre, not by speed.

α=(kC)1.11,k={0.24AP, APHE0.21APDS0.18APFSDS, kinetic missiles0.10HEAT, chemical ATGM\alpha = (kC)^{1.11}, \qquad k = \begin{cases} 0.24 & \text{AP, APHE} \\ 0.21 & \text{APDS} \\ 0.18 & \text{APFSDS, kinetic missiles} \\ 0.10 & \text{HEAT, chemical ATGM} \end{cases}
The ordering is AP, then APDS, then APFSDS, then HEAT, from widest to narrowest.

Two modifiers then apply, and the result is capped at 90 degrees:

αα(1+0.5θ90)clamp ⁣((700v)0.4,0.65,1.5)kinetic only,α90\alpha \leftarrow \alpha\left(1 + 0.5\,\dfrac{\theta}{90}\right) \cdot \underbrace{\operatorname{clamp}\!\left(\left(\tfrac{700}{v}\right)^{0.4},\,0.65,\,1.5\right)}_{\text{kinetic only}}, \qquad \alpha \le 90^\circ
An oblique hit widens the cone. A fast rod carries debris forward into a narrower cone while a slow shot scatters. Chemical jets ignore the velocity term entirely.

Fragment directions are then spread uniformly within ±α\pm\alpha and rolled a random amount around the exit direction.

Interactive

Cone half-angle

32.0°

Calibre sets the base, an oblique hit widens it, and a faster kinetic round narrows it. Chemical jets ignore speed.

Fragment penetration

Each fragment gets its own penetration value, derived from residual penetration rather than from speed.

Pfrag=(C20)2+Pleft{0.2chemical0.08kineticP_{\text{frag}} = \left(\dfrac{C}{20}\right)^{2} + P_{\text{left}} \cdot \begin{cases} 0.2 & \text{chemical} \\ 0.08 & \text{kinetic} \end{cases}
Chemical jets pass on a larger share of their leftover penetration to each fragment.

A fragment starts with a penetration debit equal to the square of its first air gap in studs, then works part by part. At each part it deals its damage, pays that part's effective thickness into the debit, and carries on while it still has budget. Fragments travel up to 30 studs.

debit0=g2,continues while Pfragm>debit+t\text{debit}_0 = g^{2}, \qquad \text{continues while } P_{\text{frag}} \cdot m > \text{debit} + t
The squared first gap is why internals packed close behind the plate take far more fragment damage than ones set back.

Damage per fragment

Fragment damage is driven by calibre, and for kinetic rounds by the residual speed after the plate.

dmgfrag={clamp ⁣((C/25)2,1,104)clamp(v/700,1,10)2AP, APHEclamp ⁣((C/30)2,1,104)clamp(v/700,1,10)2APDS, APFSDS, kineticclamp ⁣((C/20)2,1,104)HEAT, chemical ATGM\text{dmg}_{\text{frag}} = \begin{cases} \operatorname{clamp}\!\big((C/25)^{2},1,10^{4}\big)\cdot\operatorname{clamp}(v/700,1,10)^{2} & \text{AP, APHE} \\[4pt] \operatorname{clamp}\!\big((C/30)^{2},1,10^{4}\big)\cdot\operatorname{clamp}(v/700,1,10)^{2} & \text{APDS, APFSDS, kinetic} \\[4pt] \operatorname{clamp}\!\big((C/20)^{2},1,10^{4}\big) & \text{HEAT, chemical ATGM} \end{cases}
v here is the post-plate residual speed, which itself scaled with how much penetration survived.

What the cone can hit

InternalEffect when hit
AmmunitionCan detonate, destroying the vehicle outright
CrewKnocked out crew disable the gun, driving or reload
FuelCan start a fire that keeps dealing damage
Engine, transmissionImmobilises the vehicle
Gun breechStops the vehicle from firing
All of these sit at very high armour multipliers, so a fragment that reaches them is rarely stopped by them.

See also

  • Penetration : Whether your round punches through, and how angle and range change it.
  • Damage Numbers : What actually gets subtracted from a part when it is hit.
  • Armour and Protection : Slope, composite, spaced, ERA and NERA, and what actually stops rounds.
  • Shell Types : AP, APHE, APDS, APFSDS, HEAT and HE, and what each one is for.
  • Ricochet and Normalization : Why shots bounce, and how the round bends before they do.