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Penetration Tables

Posted: Sun Mar 01, 2026 5:41 pm
by GivingUpTheGhost
Does anyone have the penetration formula used for the guns in the game, and at what distance it's calculated? I've been playing around with it and am left more than a little lost. Also, in comparing different scenarios and mods, it's all over the place. I tend to default to Bottlenecks and standard scen 1, but I've definitely seen some interesting interpretations. ie B Mod

Re: Penetration Tables

Posted: Sun Mar 01, 2026 5:58 pm
by Bo Rearguard
It's an older thread but you can try looking here for some answers...

https://forums.matrixgames.com/viewtopi ... 5#p2762815

However, I doubt anyone has public access to the exact formulas.

Re: Penetration Tables

Posted: Tue Mar 10, 2026 11:30 am
by Cavalry Corp
Interesting post

From what I see, penetration at range is modelled, but I'm not sure how deck and belt hits are in terms of plunging fire, but I imagine they covered this point.

In my mod, I reviewed pretty much every main gun and adjusted some others, but not by much. However, the accuracy in-game ROF did seem a bit off for quite a few guns. I also added dud rates at a low level.

Armour values on ships I usually go with the highest ( facing) value (or averaged) from research, as penetrations are quite easy from what I see.
I did add din armour in modest amounts for shielded guns and some TT mounts. But taking into account many of these are open. The game basically skips over all secondary gun armament as far as I can see, and some secondary guns like US BB and KGV were actually well armoured for the calibre.

For CV with armoured hangers, I used an average of the deck and the hanger (and tinkered with it a bit) - this means that UK armoured CVs are generally well protected against J 250 kg SAP and GP. These bombs may cause fire and or low levels of sys damage. Of course, if enough hits, it will still close the FD. The same applies to the potential J CV of the same type, late war( and a good incentive to still build them).

In my mod, I also added penetrations for TT, which means some lighter TT against larger BB can fail ( as they did ). In the game, after my changes, the hard-coding seems to make about 70% of TT hits penetrate regardless - it says belt hit, but the message should say outside belt. In about 25% of cases, the TT will hit the belt ( probably should be the other way round). If that happens, some TT will not penetrate the belts on the tougher BBs. So I achieved what I was hoping for.

cav